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Comparing deliantra/server/common/object.C (file contents):
Revision 1.13 by root, Sun Sep 3 22:45:55 2006 UTC vs.
Revision 1.88 by root, Tue Dec 26 09:37:00 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.13 2006/09/03 22:45:55 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 45};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 48};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
69 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
70 133
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 } 157 }
91 158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 167 }
168
101 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 181}
112 182
113/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195
126int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
127 197{
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
130 205
131 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 208 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 209 * used to store nrof).
135 */ 210 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 260 return 0;
138 261
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 262 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 263 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 264 return 0;
145 265
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 267 * if it is valid.
158 */ 268 */
159 } 269 }
160 270
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
212 */ 274 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276 return 0;
277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
285 switch (ob1->type)
286 {
287 case SCROLL:
288 if (ob1->level != ob2->level)
289 return 0;
290 break;
291 }
292
293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
295 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 /* One has fields, but the other one doesn't. */
214 return 0; 298 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
230 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
231 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
232 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
233 return 1; 314 return 1;
234} 315}
235 316
236/* 317/*
237 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
240 */ 321 */
241signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
242 signed long sum; 325 long sum;
243 object *inv; 326 object *inv;
327
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
245 if (inv->inv) 330 if (inv->inv)
246 sum_weight(inv); 331 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 333 }
334
249 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
251 if(op->carrying != sum) 338 if (op->carrying != sum)
252 op->carrying = sum; 339 op->carrying = sum;
340
253 return sum; 341 return sum;
254} 342}
255 343
256/** 344/**
257 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
258 */ 346 */
259 347
348object *
260object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
261 while (op->env != NULL) 351 while (op->env != NULL)
262 op = op->env; 352 op = op->env;
263 return op; 353 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 354}
278 355
279/* 356/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 358 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
283 */ 360 */
284 361
285void dump_object2(object *op) { 362char *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 363dump_object (object *op)
332 if(op==NULL) { 364{
333 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
334 return; 366 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 367
340void dump_all_objects(void) { 368 object_freezer freezer;
341 object *op; 369 save_object (freezer, op, 1);
342 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 371}
347 372
348/* 373/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
352 */ 377 */
353 378
379object *
354object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
355 object *tmp,*closest; 382 object *tmp, *closest;
356 int last_dist,i; 383 int last_dist, i;
384
357 if(op->more==NULL) 385 if (op->more == NULL)
358 return op; 386 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
362 return closest; 390 return closest;
363} 391}
364 392
365/* 393/*
366 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
367 */ 395 */
368 396
397object *
369object *find_object(tag_t i) { 398find_object (tag_t i)
370 object *op; 399{
371 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 401 if (op->count == i)
373 break; 402 return op;
403
374 return op; 404 return 0;
375} 405}
376 406
377/* 407/*
378 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
381 */ 411 */
382 412
413object *
383object *find_object_name(const char *str) { 414find_object_name (const char *str)
384 const char *name = shstr::find (str); 415{
416 shstr_cmp str_ (str);
385 object *op; 417 object *op;
418
386 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
387 if(&op->name == name) 420 if (op->name == str_)
388 break; 421 break;
389 422
390 return op; 423 return op;
391} 424}
392 425
426void
393void free_all_object_data(void) { 427free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 428{
435 if (!op) return; 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 430}
443
444
445 431
446/* 432/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 434 * skill and experience objects.
449 */ 435 */
450void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
451{ 438{
452 if(owner==NULL||op==NULL) 439 if (!owner)
453 return; 440 return;
454 441
455 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
461 */ 448 */
462 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
464 451
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 452 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 453}
518 454
519/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 456 * refcounts and freeing the links.
521 */ 457 */
458static void
522static void free_key_values(object * op) 459free_key_values (object *op)
523{ 460{
524 for (key_value *i = op->key_values; i != 0; ) 461 for (key_value *i = op->key_values; i != 0;)
525 { 462 {
526 key_value *next = i->next; 463 key_value *next = i->next;
527 delete i; 464 delete i;
465
528 i = next; 466 i = next;
529 } 467 }
530 468
531 op->key_values = 0; 469 op->key_values = 0;
532} 470}
533 471
534/* 472/*
535 * clear_object() frees everything allocated by an object, and also
536 * clears all variables and flags to default settings.
537 */
538
539void clear_object(object *op)
540{
541 op->clear ();
542
543 free_key_values (op);
544
545 /* the memset will clear all these values for us, but we need
546 * to reduce the refcount on them.
547 */
548 op->name = 0;
549 op->name_pl = 0;
550 op->title = 0;
551 op->race = 0;
552 op->slaying = 0;
553 op->skill = 0;
554 op->msg = 0;
555 op->lore = 0;
556 op->materialname = 0;
557
558 memset((void*)op, 0, sizeof (object_special));
559 /* Below here, we clear things that are not done by the memset,
560 * or set default values that are not zero.
561 */
562 /* This is more or less true */
563 SET_FLAG (op, FLAG_REMOVED);
564
565 op->contr = NULL;
566 op->below = NULL;
567 op->above = NULL;
568 op->inv = NULL;
569 op->container=NULL;
570 op->env=NULL;
571 op->more=NULL;
572 op->head=NULL;
573 op->map=NULL;
574 op->refcount=0;
575 op->active_next = NULL;
576 op->active_prev = NULL;
577 /* What is not cleared is next, prev, and count */
578
579 op->expmul=1.0;
580 op->face = blank_face;
581 op->attacked_by_count = (tag_t) -1;
582
583 if (settings.casting_time)
584 op->casting_time = -1;
585}
586
587/*
588 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
593 * will point at garbage. 478 * will point at garbage.
594 */ 479 */
595 480void
596void copy_object(object *op2, object *op) 481object::copy_to (object *dst)
597{ 482{
598 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
599 485
600 op->clear (); 486 *(object_copy *)dst = *this;
601 487
602 free_key_values (op); 488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
603 490
604 *(object_special *)op = *(object_special *)op2; 491 if (is_removed)
605 op2->clone (op); 492 SET_FLAG (dst, FLAG_REMOVED);
606 493
607 if (is_freed) SET_FLAG(op,FLAG_FREED);
608 if (is_removed) SET_FLAG(op,FLAG_REMOVED);
609
610 if (op2->speed < 0) 494 if (speed < 0)
611 op->speed_left = op2->speed_left - RANDOM() % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
612 496
613 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
614 if (op2->key_values != NULL) { 498 if (key_values)
499 {
615 key_value *tail = NULL; 500 key_value *tail = 0;
616 key_value *i; 501 key_value *i;
617 502
618 op->key_values = NULL; 503 dst->key_values = 0;
619 504
620 for (i = op2->key_values; i != NULL; i = i->next) 505 for (i = key_values; i; i = i->next)
621 { 506 {
622 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
623 508
624 new_link->next = NULL; 509 new_link->next = 0;
625 new_link->key = i->key; 510 new_link->key = i->key;
626 new_link->value = i->value; 511 new_link->value = i->value;
627 512
628 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
629 if (op->key_values == NULL) 514 if (!dst->key_values)
630 { 515 {
631 op->key_values = new_link; 516 dst->key_values = new_link;
632 tail = new_link; 517 tail = new_link;
633 } 518 }
634 else 519 else
635 { 520 {
636 tail->next = new_link; 521 tail->next = new_link;
637 tail = new_link; 522 tail = new_link;
638 } 523 }
639 } 524 }
640 } 525 }
641 526
642 update_ob_speed (op); 527 dst->set_speed (dst->speed);
643} 528}
644 529
645/*
646 * expand_objects() allocates more objects for the list of unused objects.
647 * It is called from get_object() if the unused list is empty.
648 */
649
650void expand_objects(void) {
651 int i;
652 object *obj;
653 obj = new object [OBJ_EXPAND];
654
655 free_objects=obj;
656 obj[0].prev=NULL;
657 obj[0].next= &obj[1],
658 SET_FLAG(&(obj[0]), FLAG_REMOVED);
659 SET_FLAG(&(obj[0]), FLAG_FREED);
660
661 for(i=1;i<OBJ_EXPAND-1;i++) {
662 obj[i].next= &obj[i+1],
663 obj[i].prev= &obj[i-1],
664 SET_FLAG(&(obj[i]), FLAG_REMOVED);
665 SET_FLAG(&(obj[i]), FLAG_FREED);
666 }
667 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
668 obj[OBJ_EXPAND-1].next=NULL,
669 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
670 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
671
672 nrofallocobjects += OBJ_EXPAND;
673 nroffreeobjects += OBJ_EXPAND;
674}
675
676/*
677 * get_object() grabs an object from the list of unused objects, makes
678 * sure it is initialised, and returns it.
679 * If there are no free objects, expand_objects() is called to get more.
680 */
681
682object *get_object(void)
683{
684 object *op; 530object *
685 531object::clone ()
686 if(free_objects==NULL) 532{
687 expand_objects(); 533 object *neu = create ();
688 534 copy_to (neu);
689 op = free_objects;
690
691 if (!QUERY_FLAG (op, FLAG_FREED))
692 LOG(llevError,"Fatal: Getting busy object.\n");
693
694 free_objects = op->next;
695
696 if (free_objects != NULL)
697 free_objects->prev = NULL;
698
699 op->count= ++ob_count;
700 op->name=NULL;
701 op->name_pl=NULL;
702 op->title=NULL;
703 op->race=NULL;
704 op->slaying=NULL;
705 op->skill = NULL;
706 op->lore=NULL;
707 op->msg=NULL;
708 op->materialname=NULL;
709 op->next=objects;
710 op->prev=NULL;
711 op->active_next = NULL;
712 op->active_prev = NULL;
713 if(objects!=NULL)
714 objects->prev=op;
715 objects=op;
716 clear_object(op);
717 SET_FLAG(op,FLAG_REMOVED);
718 nroffreeobjects--;
719 return op; 535 return neu;
720} 536}
721 537
722/* 538/*
723 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
724 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
725 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
726 */ 542 */
727 543
544void
728void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
729 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
730 return; 548 return;
731 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
732 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
733} 551}
734 552
735/* 553/*
736 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
737 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
738 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
739 */ 557 */
740 558void
741void update_ob_speed(object *op) { 559object::set_speed (float speed)
560{
742 extern int arch_init; 561 extern int arch_init;
743 562
744 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
745 * since they never really need to be updated. 564 * since they never really need to be updated.
746 */ 565 */
747 566 if (flag [FLAG_FREED] && speed)
748 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 {
749 LOG(llevError,"Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
750#ifdef MANY_CORES
751 abort();
752#else
753 op->speed = 0; 569 speed = 0;
754#endif
755 } 570 }
571
572 this->speed = speed;
573
756 if (arch_init) { 574 if (arch_init)
575 return;
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
757 return; 581 return;
758 }
759 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
760 /* If already on active list, don't do anything */
761 if (op->active_next || op->active_prev || op==active_objects)
762 return;
763 582
764 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
765 * of the list. */ 584 * of the list. */
766 op->active_next = active_objects; 585 active_next = active_objects;
586
767 if (op->active_next!=NULL) 587 if (active_next)
768 op->active_next->active_prev = op; 588 active_next->active_prev = this;
589
769 active_objects = op; 590 active_objects = this;
591 }
592 else
770 } 593 {
771 else {
772 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op!=active_objects) 595 if (!active_next && !active_prev && this != active_objects)
774 return; 596 return;
775 597
776 if (op->active_prev==NULL) { 598 if (!active_prev)
599 {
777 active_objects = op->active_next; 600 active_objects = active_next;
601
778 if (op->active_next!=NULL) 602 if (active_next)
779 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
780 } 604 }
781 else { 605 else
606 {
782 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
608
783 if (op->active_next) 609 if (active_next)
784 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
785 } 611 }
612
786 op->active_next = NULL; 613 active_next = 0;
787 op->active_prev = NULL; 614 active_prev = 0;
788 } 615 }
789} 616}
790 617
791/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
792 * objects. 619 * objects.
794 * reference maps where you don't want an object that isn't 621 * reference maps where you don't want an object that isn't
795 * in play chewing up cpu time getting processed. 622 * in play chewing up cpu time getting processed.
796 * The reverse of this is to call update_ob_speed, which 623 * The reverse of this is to call update_ob_speed, which
797 * will do the right thing based on the speed of the object. 624 * will do the right thing based on the speed of the object.
798 */ 625 */
626void
799void remove_from_active_list(object *op) 627remove_from_active_list (object *op)
800{ 628{
801 /* If not on the active list, nothing needs to be done */ 629 /* If not on the active list, nothing needs to be done */
802 if (!op->active_next && !op->active_prev && op!=active_objects) 630 if (!op->active_next && !op->active_prev && op != active_objects)
803 return; 631 return;
804 632
805 if (op->active_prev==NULL) { 633 if (op->active_prev == NULL)
634 {
806 active_objects = op->active_next; 635 active_objects = op->active_next;
807 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
808 op->active_next->active_prev = NULL; 637 op->active_next->active_prev = NULL;
638 }
639 else
809 } 640 {
810 else {
811 op->active_prev->active_next = op->active_next; 641 op->active_prev->active_next = op->active_next;
812 if (op->active_next) 642 if (op->active_next)
813 op->active_next->active_prev = op->active_prev; 643 op->active_next->active_prev = op->active_prev;
814 } 644 }
815 op->active_next = NULL; 645 op->active_next = NULL;
816 op->active_prev = NULL; 646 op->active_prev = NULL;
817} 647}
818 648
819/* 649/*
820 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
821 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
822 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
823 * invisible object, etc...) 653 * invisible object, etc...)
824 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
825 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
826 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
827 * 657 *
828 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
829 * For example, if the only thing that has changed is the face (due to
830 * an animation), we don't need to call update_position until that actually
831 * comes into view of a player. OTOH, many other things, like addition/removal
832 * of walls or living creatures may need us to update the flags now.
833 * current action are: 659 * current action are:
834 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
835 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
836 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
837 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
838 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
839 */ 665 */
840 666void
841void update_object(object *op, int action) { 667update_object (object *op, int action)
842 int update_now=0, flags; 668{
843 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
844 670
845 if (op == NULL) { 671 if (op == NULL)
672 {
846 /* this should never happen */ 673 /* this should never happen */
847 LOG(llevDebug,"update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
848 return; 675 return;
849 }
850 676 }
851 if(op->env!=NULL) { 677
678 if (op->env)
679 {
852 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
853 * to do in this case. 681 * to do in this case.
854 */ 682 */
855 return; 683 return;
856 } 684 }
857 685
858 /* If the map is saving, don't do anything as everything is 686 /* If the map is saving, don't do anything as everything is
859 * going to get freed anyways. 687 * going to get freed anyways.
860 */ 688 */
861 if (!op->map || op->map->in_memory == MAP_SAVING) return; 689 if (!op->map || op->map->in_memory == MAP_SAVING)
862 690 return;
691
863 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
864 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
865 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 694 {
866 LOG(llevError,"update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
867#ifdef MANY_CORES 696#ifdef MANY_CORES
868 abort(); 697 abort ();
869#endif 698#endif
870 return; 699 return;
871 }
872 700 }
873 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
874 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
875 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
876 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
877 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
878 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
879 701
702 mapspace &m = op->ms ();
703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
880 if (action == UP_OBJ_INSERT) { 706 else if (action == UP_OBJ_INSERT)
707 {
708 // this is likely overkill, TODO: revisit (schmorp)
881 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
882 update_now=1;
883
884 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
885 update_now=1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
886 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
887 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
888 update_now=1; 715 || (m.move_on | op->move_on ) != m.move_on
889
890 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
891 update_now=1;
892
893 if ((move_on | op->move_on) != move_on) update_now=1;
894 if ((move_off | op->move_off) != move_off) update_now=1; 716 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow
895 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
896 * to have move_allow right now. 719 * to have move_allow right now.
897 */ 720 */
898 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
899 update_now=1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
900 if ((move_slow | op->move_slow) != move_slow) update_now=1; 723 m.flags_ = P_NEED_UPDATE;
901 } 724 }
902 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
903 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
904 * that is being removed. 727 * that is being removed.
905 */ 728 */
906 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
907 update_now=1; 730 m.flags_ = P_NEED_UPDATE;
908 } else if (action == UP_OBJ_FACE) { 731 else if (action == UP_OBJ_FACE)
909 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
910 }
911 else { 733 else
912 LOG(llevError,"update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
913 }
914 735
915 if (update_now) {
916 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
917 update_position(op->map, op->x, op->y);
918 }
919
920 if(op->more!=NULL) 736 if (op->more)
921 update_object(op->more, action); 737 update_object (op->more, action);
922} 738}
923 739
740object::vector object::objects; // not yet used
741object *object::first;
924 742
925/* 743object::object ()
926 * free_object() frees everything allocated by an object, removes 744{
927 * it from the list of used objects, and puts it on the list of 745 SET_FLAG (this, FLAG_REMOVED);
928 * free objects. The IS_FREED() flag is set in the object.
929 * The object must have been removed by remove_ob() first for
930 * this function to succeed.
931 *
932 * If free_inventory is set, free inventory as well. Else drop items in
933 * inventory to the ground.
934 */
935 746
936void free_object(object *ob) { 747 expmul = 1.0;
937 free_object2(ob, 0); 748 face = blank_face;
938} 749}
939void free_object2(object *ob, int free_inventory) {
940 object *tmp,*op;
941 750
942 ob->clear (); 751object::~object ()
752{
753 free_key_values (this);
754}
943 755
944 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 756void object::link ()
945 LOG(llevDebug,"Free object called with non removed object\n"); 757{
946 dump_object(ob); 758 count = ++ob_count;
947#ifdef MANY_CORES 759 uuid = gen_uuid ();
948 abort(); 760
949#endif 761 prev = 0;
950 } 762 next = object::first;
951 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 763
952 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768}
769
770void object::unlink ()
771{
772 if (this == object::first)
773 object::first = next;
774
775 /* Remove this object from the list of used objects */
776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
779 prev = 0;
780 next = 0;
781}
782
783object *object::create ()
784{
785 object *op = new object;
786 op->link ();
787 return op;
788}
789
790void
791object::do_destroy ()
792{
793 attachable::do_destroy ();
794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
953 remove_friendly_object(ob); 799 remove_friendly_object (this);
954 } 800
955 if(QUERY_FLAG(ob,FLAG_FREED)) { 801 if (!flag [FLAG_REMOVED])
956 dump_object(ob); 802 remove ();
957 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 803
804 if (flag [FLAG_FREED])
958 return; 805 return;
806
807 flag [FLAG_FREED] = 1;
808
809 while (inv)
810 inv->destroy ();
811
812 set_speed (0);
813 unlink ();
814
815 // hack to ensure that freed objects still have a valid map
816 {
817 static maptile *freed_map; // freed objects are moved here to avoid crashes
818
819 if (!freed_map)
820 {
821 freed_map = new maptile;
822
823 freed_map->name = "/internal/freed_objects_map";
824 freed_map->width = 3;
825 freed_map->height = 3;
826
827 freed_map->allocate ();
959 } 828 }
960 if(ob->more!=NULL) { 829
961 free_object2(ob->more, free_inventory); 830 map = freed_map;
962 ob->more=NULL; 831 x = 1;
832 y = 1;
833 }
834
835 head = 0;
836
837 if (more)
963 } 838 {
964 if (ob->inv) { 839 more->destroy ();
840 more = 0;
841 }
842
843 // clear those pointers that likely might have circular references to us
844 owner = 0;
845 enemy = 0;
846 attacked_by = 0;
847
848 // only relevant for players(?), but make sure of it anyways
849 contr = 0;
850}
851
852/*
853 * Remove and free all objects in the inventory of the given object.
854 * object.c ?
855 */
856void
857object::destroy_inv (bool drop_to_ground)
858{
965 /* Only if the space blocks everything do we not process - 859 /* Only if the space blocks everything do we not process -
966 * if some form of movemnt is allowed, let objects 860 * if some form of movement is allowed, let objects
967 * drop on that space. 861 * drop on that space.
968 */ 862 */
969 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 863 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
970 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 864 {
865 while (inv)
866 inv->destroy ();
867 }
868 else
869 { /* Put objects in inventory onto this space */
870 while (inv)
971 { 871 {
972 op=ob->inv; 872 object *op = inv;
973 while(op!=NULL) { 873
974 tmp=op->below; 874 if (op->flag [FLAG_STARTEQUIP]
875 || op->flag [FLAG_NO_DROP]
876 || op->type == RUNE
877 || op->type == TRAP
878 || op->flag [FLAG_IS_A_TEMPLATE])
879 op->destroy ();
880 else
881 {
975 remove_ob(op); 882 op->remove ();
976 free_object2(op, free_inventory);
977 op=tmp; 883 op->x = x;
884 op->y = y;
885 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
978 } 886 }
979 } 887 }
980 else { /* Put objects in inventory onto this space */
981 op=ob->inv;
982 while(op!=NULL) {
983 tmp=op->below;
984 remove_ob(op);
985 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
986 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
987 free_object(op);
988 else {
989 op->x=ob->x;
990 op->y=ob->y;
991 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
992 }
993 op=tmp;
994 }
995 }
996 } 888 }
997 /* Remove object from the active list */
998 ob->speed = 0;
999 update_ob_speed(ob);
1000
1001 SET_FLAG(ob, FLAG_FREED);
1002 ob->count = 0;
1003
1004 /* Remove this object from the list of used objects */
1005 if(ob->prev==NULL) {
1006 objects=ob->next;
1007 if(objects!=NULL)
1008 objects->prev=NULL;
1009 }
1010 else {
1011 ob->prev->next=ob->next;
1012 if(ob->next!=NULL)
1013 ob->next->prev=ob->prev;
1014 }
1015
1016 ob->name = 0;
1017 ob->name_pl = 0;
1018 ob->title = 0;
1019 ob->race = 0;
1020 ob->slaying = 0;
1021 ob->skill = 0;
1022 ob->lore = 0;
1023 ob->msg = 0;
1024 ob->materialname = 0;
1025
1026 free_key_values (ob);
1027
1028 /* Now link it with the free_objects list: */
1029 ob->prev=NULL;
1030 ob->next=free_objects;
1031
1032 if(free_objects!=NULL)
1033 free_objects->prev=ob;
1034
1035 free_objects=ob;
1036 nroffreeobjects++;
1037} 889}
1038 890
1039/* 891void
1040 * count_free() returns the number of objects on the list of free objects. 892object::destroy (bool destroy_inventory)
1041 */
1042
1043int count_free ()
1044{ 893{
1045 int i=0; 894 if (destroyed ())
1046 object *tmp=free_objects;
1047 while(tmp!=NULL)
1048 tmp=tmp->next, i++;
1049 return i; 895 return;
1050}
1051 896
1052/* 897 if (destroy_inventory)
1053 * count_used() returns the number of objects on the list of used objects. 898 destroy_inv (true);
1054 */
1055 899
1056int count_used() 900 attachable::destroy ();
1057{
1058 int i=0;
1059 object *tmp=objects;
1060 while(tmp!=NULL)
1061 tmp=tmp->next, i++;
1062 return i;
1063}
1064
1065/*
1066 * count_active() returns the number of objects on the list of active objects.
1067 */
1068
1069int count_active()
1070{
1071 int i=0;
1072 object *tmp=active_objects;
1073 while(tmp!=NULL)
1074 tmp=tmp->active_next, i++;
1075 return i;
1076} 901}
1077 902
1078/* 903/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 904 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 905 * weight of an object (and what is carried by it's environment(s)).
1081 */ 906 */
1082 907void
1083void sub_weight (object *op, signed long weight) { 908sub_weight (object *op, signed long weight)
909{
1084 while (op != NULL) { 910 while (op != NULL)
911 {
1085 if (op->type == CONTAINER) { 912 if (op->type == CONTAINER)
1086 weight=(signed long)(weight*(100-op->stats.Str)/100); 913 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 914
1088 op->carrying-=weight; 915 op->carrying -= weight;
1089 op = op->env; 916 op = op->env;
1090 } 917 }
1091} 918}
1092 919
1093/* remove_ob(op): 920/* op->remove ():
1094 * This function removes the object op from the linked list of objects 921 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 922 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 923 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 924 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 925 * the previous environment.
1099 * Beware: This function is called from the editor as well! 926 * Beware: This function is called from the editor as well!
1100 */ 927 */
1101 928void
1102void remove_ob(object *op) { 929object::remove ()
930{
1103 object *tmp,*last=NULL; 931 object *tmp, *last = 0;
1104 object *otmp; 932 object *otmp;
1105 tag_t tag;
1106 int check_walk_off;
1107 mapstruct *m;
1108 sint16 x,y;
1109
1110 933
1111 if(QUERY_FLAG(op,FLAG_REMOVED)) { 934 if (QUERY_FLAG (this, FLAG_REMOVED))
1112 dump_object(op); 935 return;
1113 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1114 936
1115 /* Changed it to always dump core in this case. As has been learned
1116 * in the past, trying to recover from errors almost always
1117 * make things worse, and this is a real error here - something
1118 * that should not happen.
1119 * Yes, if this was a mission critical app, trying to do something
1120 * to recover may make sense, but that is because failure of the app
1121 * may have other disastrous problems. Cf runs out of a script
1122 * so is easily enough restarted without any real problems.
1123 * MSW 2001-07-01
1124 */
1125 abort();
1126 }
1127 if(op->more!=NULL)
1128 remove_ob(op->more);
1129
1130 SET_FLAG(op, FLAG_REMOVED); 937 SET_FLAG (this, FLAG_REMOVED);
938 INVOKE_OBJECT (REMOVE, this);
1131 939
940 if (more)
941 more->remove ();
942
1132 /* 943 /*
1133 * In this case, the object to be removed is in someones 944 * In this case, the object to be removed is in someones
1134 * inventory. 945 * inventory.
1135 */ 946 */
1136 if(op->env!=NULL) { 947 if (env)
948 {
1137 if(op->nrof) 949 if (nrof)
1138 sub_weight(op->env, op->weight*op->nrof); 950 sub_weight (env, weight * nrof);
1139 else 951 else
1140 sub_weight(op->env, op->weight+op->carrying); 952 sub_weight (env, weight + carrying);
1141 953
1142 /* NO_FIX_PLAYER is set when a great many changes are being 954 /* NO_FIX_PLAYER is set when a great many changes are being
1143 * made to players inventory. If set, avoiding the call 955 * made to players inventory. If set, avoiding the call
1144 * to save cpu time. 956 * to save cpu time.
1145 */ 957 */
1146 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1147 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 959 otmp->update_stats ();
1148 fix_player(otmp);
1149 960
1150 if(op->above!=NULL) 961 if (above != NULL)
1151 op->above->below=op->below; 962 above->below = below;
1152 else 963 else
1153 op->env->inv=op->below; 964 env->inv = below;
1154 965
1155 if(op->below!=NULL) 966 if (below != NULL)
1156 op->below->above=op->above; 967 below->above = above;
1157 968
1158 /* we set up values so that it could be inserted into 969 /* we set up values so that it could be inserted into
1159 * the map, but we don't actually do that - it is up 970 * the map, but we don't actually do that - it is up
1160 * to the caller to decide what we want to do. 971 * to the caller to decide what we want to do.
972 */
973 x = env->x, y = env->y;
974 map = env->map;
975 above = 0, below = 0;
976 env = 0;
977 }
978 else if (map)
979 {
980 /* Re did the following section of code - it looks like it had
981 * lots of logic for things we no longer care about
982 */
983
984 /* link the object above us */
985 if (above)
986 above->below = below;
987 else
988 map->at (x, y).top = below; /* we were top, set new top */
989
990 /* Relink the object below us, if there is one */
991 if (below)
992 below->above = above;
993 else
994 {
995 /* Nothing below, which means we need to relink map object for this space
996 * use translated coordinates in case some oddness with map tiling is
997 * evident
1161 */ 998 */
1162 op->x=op->env->x,op->y=op->env->y; 999 if (GET_MAP_OB (map, x, y) != this)
1163 op->map=op->env->map; 1000 {
1164 op->above=NULL,op->below=NULL; 1001 char *dump = dump_object (this);
1165 op->env=NULL; 1002 LOG (llevError,
1003 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1004 free (dump);
1005 dump = dump_object (GET_MAP_OB (map, x, y));
1006 LOG (llevError, "%s\n", dump);
1007 free (dump);
1008 }
1009
1010 map->at (x, y).bot = above; /* goes on above it. */
1011 }
1012
1013 above = 0;
1014 below = 0;
1015
1016 if (map->in_memory == MAP_SAVING)
1166 return; 1017 return;
1167 }
1168 1018
1169 /* If we get here, we are removing it from a map */ 1019 int check_walk_off = !flag [FLAG_NO_APPLY];
1170 if (op->map == NULL) return;
1171 1020
1172 x = op->x; 1021 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1173 y = op->y; 1022 {
1174 m = get_map_from_coord(op->map, &x, &y); 1023 /* No point updating the players look faces if he is the object
1175 1024 * being removed.
1176 if (!m) {
1177 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1178 op->map->path, op->x, op->y);
1179 /* in old days, we used to set x and y to 0 and continue.
1180 * it seems if we get into this case, something is probablye
1181 * screwed up and should be fixed.
1182 */ 1025 */
1183 abort();
1184 }
1185 if (op->map != m) {
1186 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188 }
1189 1026
1190 /* Re did the following section of code - it looks like it had 1027 if (tmp->type == PLAYER && tmp != this)
1191 * lots of logic for things we no longer care about 1028 {
1192 */ 1029 /* If a container that the player is currently using somehow gets
1193 1030 * removed (most likely destroyed), update the player view
1194 /* link the object above us */ 1031 * appropriately.
1195 if (op->above)
1196 op->above->below=op->below;
1197 else
1198 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1199
1200 /* Relink the object below us, if there is one */
1201 if(op->below) {
1202 op->below->above=op->above;
1203 } else {
1204 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is
1206 * evident
1207 */ 1032 */
1208 if(GET_MAP_OB(m,x,y)!=op) { 1033 if (tmp->container == this)
1209 dump_object(op); 1034 {
1210 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1035 flag [FLAG_APPLIED] = 0;
1211 dump_object(GET_MAP_OB(m,x,y)); 1036 tmp->container = 0;
1212 LOG(llevError,"%s\n",errmsg); 1037 }
1038
1039 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update ();
1041 }
1042
1043 /* See if player moving off should effect something */
1044 if (check_walk_off
1045 && ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1047 {
1048 move_apply (tmp, this, 0);
1049
1050 if (destroyed ())
1051 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1052 }
1053
1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1055
1056 if (tmp->above == tmp)
1057 tmp->above = 0;
1058
1059 last = tmp;
1213 } 1060 }
1214 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1215 }
1216 op->above=NULL;
1217 op->below=NULL;
1218 1061
1219 if (op->map->in_memory == MAP_SAVING)
1220 return;
1221
1222 tag = op->count;
1223 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1224 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1225 /* No point updating the players look faces if he is the object
1226 * being removed.
1227 */
1228
1229 if(tmp->type==PLAYER && tmp!=op) {
1230 /* If a container that the player is currently using somehow gets
1231 * removed (most likely destroyed), update the player view
1232 * appropriately.
1233 */
1234 if (tmp->container==op) {
1235 CLEAR_FLAG(op, FLAG_APPLIED);
1236 tmp->container=NULL;
1237 }
1238 tmp->contr->socket.update_look=1;
1239 }
1240 /* See if player moving off should effect something */
1241 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1242 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1243
1244 move_apply(tmp, op, NULL);
1245 if (was_destroyed (op, tag)) {
1246 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1247 "leaving object\n", &tmp->name, &tmp->arch->name);
1248 }
1249 }
1250
1251 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1252
1253 if(tmp->above == tmp)
1254 tmp->above = NULL;
1255 last=tmp;
1256 }
1257 /* last == NULL of there are no objects on this space */ 1062 /* last == NULL of there are no objects on this space */
1258 if (last==NULL) { 1063 if (!last)
1259 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1064 map->at (x, y).flags_ = P_NEED_UPDATE;
1260 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1261 * those out anyways, and if there are any flags set right now, they won't
1262 * be correct anyways.
1263 */
1264 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1265 update_position(op->map, op->x, op->y);
1266 }
1267 else 1065 else
1268 update_object(last, UP_OBJ_REMOVE); 1066 update_object (last, UP_OBJ_REMOVE);
1269 1067
1270 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1271 update_all_los(op->map, op->x, op->y); 1069 update_all_los (map, x, y);
1272 1070 }
1273} 1071}
1274 1072
1275/* 1073/*
1276 * merge_ob(op,top): 1074 * merge_ob(op,top):
1277 * 1075 *
1278 * This function goes through all objects below and including top, and 1076 * This function goes through all objects below and including top, and
1279 * merges op to the first matching object. 1077 * merges op to the first matching object.
1280 * If top is NULL, it is calculated. 1078 * If top is NULL, it is calculated.
1281 * Returns pointer to object if it succeded in the merge, otherwise NULL 1079 * Returns pointer to object if it succeded in the merge, otherwise NULL
1282 */ 1080 */
1283 1081object *
1284object *merge_ob(object *op, object *top) { 1082merge_ob (object *op, object *top)
1083{
1285 if(!op->nrof) 1084 if (!op->nrof)
1286 return 0; 1085 return 0;
1287 if(top==NULL) 1086
1087 if (top)
1288 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1088 for (top = op; top && top->above; top = top->above)
1089 ;
1090
1289 for(;top!=NULL;top=top->below) { 1091 for (; top; top = top->below)
1092 {
1290 if(top==op) 1093 if (top == op)
1291 continue; 1094 continue;
1292 if (CAN_MERGE(op,top)) 1095
1293 { 1096 if (object::can_merge (op, top))
1097 {
1294 top->nrof+=op->nrof; 1098 top->nrof += op->nrof;
1099
1295/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1100/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1296 op->weight = 0; /* Don't want any adjustements now */ 1101 op->weight = 0; /* Don't want any adjustements now */
1297 remove_ob(op); 1102 op->destroy ();
1298 free_object(op);
1299 return top; 1103 return top;
1300 } 1104 }
1301 } 1105 }
1106
1302 return NULL; 1107 return 0;
1303} 1108}
1304 1109
1305/* 1110/*
1306 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1111 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1307 * job preparing multi-part monsters 1112 * job preparing multi-part monsters
1308 */ 1113 */
1114object *
1309object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1115insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1116{
1310 object* tmp; 1117 object *tmp;
1118
1311 if (op->head) 1119 if (op->head)
1312 op=op->head; 1120 op = op->head;
1121
1313 for (tmp=op;tmp;tmp=tmp->more){ 1122 for (tmp = op; tmp; tmp = tmp->more)
1123 {
1314 tmp->x=x+tmp->arch->clone.x; 1124 tmp->x = x + tmp->arch->clone.x;
1315 tmp->y=y+tmp->arch->clone.y; 1125 tmp->y = y + tmp->arch->clone.y;
1316 } 1126 }
1127
1317 return insert_ob_in_map (op, m, originator, flag); 1128 return insert_ob_in_map (op, m, originator, flag);
1318} 1129}
1319 1130
1320/* 1131/*
1321 * insert_ob_in_map (op, map, originator, flag): 1132 * insert_ob_in_map (op, map, originator, flag):
1322 * This function inserts the object in the two-way linked list 1133 * This function inserts the object in the two-way linked list
1335 * Return value: 1146 * Return value:
1336 * new object if 'op' was merged with other object 1147 * new object if 'op' was merged with other object
1337 * NULL if 'op' was destroyed 1148 * NULL if 'op' was destroyed
1338 * just 'op' otherwise 1149 * just 'op' otherwise
1339 */ 1150 */
1340 1151object *
1341object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1152insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1342{ 1153{
1343 object *tmp, *top, *floor=NULL; 1154 object *tmp, *top, *floor = NULL;
1344 sint16 x,y; 1155 sint16 x, y;
1345 1156
1346 if (QUERY_FLAG (op, FLAG_FREED)) { 1157 if (QUERY_FLAG (op, FLAG_FREED))
1158 {
1347 LOG (llevError, "Trying to insert freed object!\n"); 1159 LOG (llevError, "Trying to insert freed object!\n");
1348 return NULL; 1160 return NULL;
1161 }
1162
1163 if (m == NULL)
1349 } 1164 {
1350 if(m==NULL) {
1351 dump_object(op); 1165 char *dump = dump_object (op);
1352 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1166 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1167 free (dump);
1353 return op; 1168 return op;
1354 } 1169 }
1170
1355 if(out_of_map(m,op->x,op->y)) { 1171 if (out_of_map (m, op->x, op->y))
1172 {
1356 dump_object(op); 1173 char *dump = dump_object (op);
1357 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1174 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1358#ifdef MANY_CORES 1175#ifdef MANY_CORES
1359 /* Better to catch this here, as otherwise the next use of this object 1176 /* Better to catch this here, as otherwise the next use of this object
1360 * is likely to cause a crash. Better to find out where it is getting 1177 * is likely to cause a crash. Better to find out where it is getting
1361 * improperly inserted. 1178 * improperly inserted.
1362 */ 1179 */
1363 abort(); 1180 abort ();
1364#endif 1181#endif
1182 free (dump);
1365 return op; 1183 return op;
1366 } 1184 }
1185
1367 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1186 if (!QUERY_FLAG (op, FLAG_REMOVED))
1187 {
1368 dump_object(op); 1188 char *dump = dump_object (op);
1369 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1189 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1190 free (dump);
1370 return op; 1191 return op;
1192 }
1193
1194 if (op->more)
1371 } 1195 {
1372 if(op->more!=NULL) {
1373 /* The part may be on a different map. */ 1196 /* The part may be on a different map. */
1374 1197
1375 object *more = op->more; 1198 object *more = op->more;
1376 1199
1377 /* We really need the caller to normalize coordinates - if 1200 /* We really need the caller to normalize coordinates - if
1378 * we set the map, that doesn't work if the location is within 1201 * we set the map, that doesn't work if the location is within
1379 * a map and this is straddling an edge. So only if coordinate 1202 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it. 1203 * is clear wrong do we normalize it.
1381 */ 1204 */
1382 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1205 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1383 more->map = get_map_from_coord(m, &more->x, &more->y); 1206 more->map = get_map_from_coord (m, &more->x, &more->y);
1384 } else if (!more->map) { 1207 else if (!more->map)
1208 {
1385 /* For backwards compatibility - when not dealing with tiled maps, 1209 /* For backwards compatibility - when not dealing with tiled maps,
1386 * more->map should always point to the parent. 1210 * more->map should always point to the parent.
1387 */ 1211 */
1388 more->map = m; 1212 more->map = m;
1389 } 1213 }
1390 1214
1391 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1215 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1216 {
1392 if ( ! op->head) 1217 if (!op->head)
1393 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1218 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1219
1394 return NULL; 1220 return 0;
1395 } 1221 }
1396 } 1222 }
1223
1397 CLEAR_FLAG(op,FLAG_REMOVED); 1224 CLEAR_FLAG (op, FLAG_REMOVED);
1398 1225
1399 /* Ideally, the caller figures this out. However, it complicates a lot 1226 /* Ideally, the caller figures this out. However, it complicates a lot
1400 * of areas of callers (eg, anything that uses find_free_spot would now 1227 * of areas of callers (eg, anything that uses find_free_spot would now
1401 * need extra work 1228 * need extra work
1402 */ 1229 */
1403 op->map=get_map_from_coord(m, &op->x, &op->y); 1230 op->map = get_map_from_coord (m, &op->x, &op->y);
1404 x = op->x; 1231 x = op->x;
1405 y = op->y; 1232 y = op->y;
1406 1233
1407 /* this has to be done after we translate the coordinates. 1234 /* this has to be done after we translate the coordinates.
1408 */ 1235 */
1409 if(op->nrof && !(flag & INS_NO_MERGE)) { 1236 if (op->nrof && !(flag & INS_NO_MERGE))
1410 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1237 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1411 if (CAN_MERGE(op,tmp)) { 1238 if (object::can_merge (op, tmp))
1239 {
1412 op->nrof+=tmp->nrof; 1240 op->nrof += tmp->nrof;
1413 remove_ob(tmp); 1241 tmp->destroy ();
1414 free_object(tmp); 1242 }
1243
1244 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1245 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1246
1247 if (!QUERY_FLAG (op, FLAG_ALIVE))
1248 CLEAR_FLAG (op, FLAG_NO_STEAL);
1249
1250 if (flag & INS_BELOW_ORIGINATOR)
1251 {
1252 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1253 {
1254 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1255 abort ();
1256 }
1257
1258 op->above = originator;
1259 op->below = originator->below;
1260
1261 if (op->below)
1262 op->below->above = op;
1263 else
1264 op->ms ().bot = op;
1265
1266 /* since *below* originator, no need to update top */
1267 originator->below = op;
1268 }
1269 else
1270 {
1271 /* If there are other objects, then */
1272 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1273 {
1274 object *last = NULL;
1275
1276 /*
1277 * If there are multiple objects on this space, we do some trickier handling.
1278 * We've already dealt with merging if appropriate.
1279 * Generally, we want to put the new object on top. But if
1280 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1281 * floor, we want to insert above that and no further.
1282 * Also, if there are spell objects on this space, we stop processing
1283 * once we get to them. This reduces the need to traverse over all of
1284 * them when adding another one - this saves quite a bit of cpu time
1285 * when lots of spells are cast in one area. Currently, it is presumed
1286 * that flying non pickable objects are spell objects.
1287 */
1288
1289 while (top != NULL)
1290 {
1291 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1292 floor = top;
1293
1294 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1295 {
1296 /* We insert above top, so we want this object below this */
1297 top = top->below;
1298 break;
1299 }
1300
1301 last = top;
1302 top = top->above;
1415 } 1303 }
1416 }
1417 1304
1418 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1305 /* Don't want top to be NULL, so set it to the last valid object */
1419 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1306 top = last;
1420 if (!QUERY_FLAG(op, FLAG_ALIVE))
1421 CLEAR_FLAG(op, FLAG_NO_STEAL);
1422 1307
1423 if (flag & INS_BELOW_ORIGINATOR) { 1308 /* We let update_position deal with figuring out what the space
1424 if (originator->map != op->map || originator->x != op->x || 1309 * looks like instead of lots of conditions here.
1425 originator->y != op->y) { 1310 * makes things faster, and effectively the same result.
1426 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1311 */
1427 abort(); 1312
1313 /* Have object 'fall below' other objects that block view.
1314 * Unless those objects are exits, type 66
1315 * If INS_ON_TOP is used, don't do this processing
1316 * Need to find the object that in fact blocks view, otherwise
1317 * stacking is a bit odd.
1318 */
1319 if (!(flag & INS_ON_TOP) &&
1320 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1321 {
1322 for (last = top; last != floor; last = last->below)
1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1324 break;
1325 /* Check to see if we found the object that blocks view,
1326 * and make sure we have a below pointer for it so that
1327 * we can get inserted below this one, which requires we
1328 * set top to the object below us.
1329 */
1330 if (last && last->below && last != floor)
1331 top = last->below;
1332 }
1333 } /* If objects on this space */
1334
1335 if (flag & INS_MAP_LOAD)
1336 top = GET_MAP_TOP (op->map, op->x, op->y);
1337
1338 if (flag & INS_ABOVE_FLOOR_ONLY)
1339 top = floor;
1340
1341 /* Top is the object that our object (op) is going to get inserted above.
1342 */
1343
1344 /* First object on this space */
1345 if (!top)
1346 {
1347 op->above = GET_MAP_OB (op->map, op->x, op->y);
1348
1349 if (op->above)
1350 op->above->below = op;
1351
1352 op->below = NULL;
1353 op->ms ().bot = op;
1428 } 1354 }
1429 op->above = originator;
1430 op->below = originator->below;
1431 if (op->below) op->below->above = op;
1432 else SET_MAP_OB(op->map, op->x, op->y, op);
1433 /* since *below* originator, no need to update top */
1434 originator->below = op;
1435 } else { 1355 else
1436 /* If there are other objects, then */
1437 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1438 object *last=NULL;
1439 /*
1440 * If there are multiple objects on this space, we do some trickier handling.
1441 * We've already dealt with merging if appropriate.
1442 * Generally, we want to put the new object on top. But if
1443 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1444 * floor, we want to insert above that and no further.
1445 * Also, if there are spell objects on this space, we stop processing
1446 * once we get to them. This reduces the need to traverse over all of
1447 * them when adding another one - this saves quite a bit of cpu time
1448 * when lots of spells are cast in one area. Currently, it is presumed
1449 * that flying non pickable objects are spell objects.
1450 */
1451
1452 while (top != NULL) {
1453 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1454 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1455 if (QUERY_FLAG(top, FLAG_NO_PICK)
1456 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1457 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1458 {
1459 /* We insert above top, so we want this object below this */
1460 top=top->below;
1461 break;
1462 }
1463 last = top;
1464 top = top->above;
1465 }
1466 /* Don't want top to be NULL, so set it to the last valid object */
1467 top = last;
1468
1469 /* We let update_position deal with figuring out what the space
1470 * looks like instead of lots of conditions here.
1471 * makes things faster, and effectively the same result.
1472 */
1473
1474 /* Have object 'fall below' other objects that block view.
1475 * Unless those objects are exits, type 66
1476 * If INS_ON_TOP is used, don't do this processing
1477 * Need to find the object that in fact blocks view, otherwise
1478 * stacking is a bit odd.
1479 */
1480 if (!(flag & INS_ON_TOP) &&
1481 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1482 (op->face && !op->face->visibility)) {
1483 for (last=top; last != floor; last=last->below)
1484 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1485 /* Check to see if we found the object that blocks view,
1486 * and make sure we have a below pointer for it so that
1487 * we can get inserted below this one, which requires we
1488 * set top to the object below us.
1489 */
1490 if (last && last->below && last != floor) top=last->below;
1491 }
1492 } /* If objects on this space */
1493 if (flag & INS_MAP_LOAD)
1494 top = GET_MAP_TOP(op->map,op->x,op->y);
1495 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1496
1497 /* Top is the object that our object (op) is going to get inserted above.
1498 */
1499
1500 /* First object on this space */
1501 if (!top) {
1502 op->above = GET_MAP_OB(op->map, op->x, op->y);
1503 if (op->above) op->above->below = op;
1504 op->below = NULL;
1505 SET_MAP_OB(op->map, op->x, op->y, op);
1506 } else { /* get inserted into the stack above top */ 1356 { /* get inserted into the stack above top */
1507 op->above = top->above; 1357 op->above = top->above;
1358
1359 if (op->above)
1508 if (op->above) op->above->below = op; 1360 op->above->below = op;
1361
1509 op->below = top; 1362 op->below = top;
1510 top->above = op; 1363 top->above = op;
1511 } 1364 }
1365
1512 if (op->above==NULL) 1366 if (op->above == NULL)
1513 SET_MAP_TOP(op->map,op->x, op->y, op); 1367 op->ms ().top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1368 } /* else not INS_BELOW_ORIGINATOR */
1515 1369
1516 if(op->type==PLAYER) 1370 if (op->type == PLAYER)
1517 op->contr->do_los=1; 1371 op->contr->do_los = 1;
1518 1372
1519 /* If we have a floor, we know the player, if any, will be above 1373 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there. 1374 * it, so save a few ticks and start from there.
1521 */ 1375 */
1522 if (!(flag & INS_MAP_LOAD)) 1376 if (!(flag & INS_MAP_LOAD))
1523 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1377 if (object *pl = op->ms ().player ())
1524 if (tmp->type == PLAYER) 1378 if (pl->contr->ns)
1525 tmp->contr->socket.update_look=1; 1379 pl->contr->ns->floorbox_update ();
1526 }
1527 1380
1528 /* If this object glows, it may affect lighting conditions that are 1381 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1382 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1383 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1384 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1385 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1386 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1387 * or just updating the P_NEED_UPDATE for spaces within this area
1535 * of effect may be sufficient. 1388 * of effect may be sufficient.
1536 */ 1389 */
1537 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1390 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los(op->map, op->x, op->y); 1391 update_all_los (op->map, op->x, op->y);
1539 1392
1540
1541 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1393 /* updates flags (blocked, alive, no magic, etc) for this map space */
1542 update_object(op,UP_OBJ_INSERT); 1394 update_object (op, UP_OBJ_INSERT);
1543 1395
1396 INVOKE_OBJECT (INSERT, op);
1544 1397
1545 /* Don't know if moving this to the end will break anything. However, 1398 /* Don't know if moving this to the end will break anything. However,
1546 * we want to have update_look set above before calling this. 1399 * we want to have floorbox_update called before calling this.
1547 * 1400 *
1548 * check_move_on() must be after this because code called from 1401 * check_move_on() must be after this because code called from
1549 * check_move_on() depends on correct map flags (so functions like 1402 * check_move_on() depends on correct map flags (so functions like
1550 * blocked() and wall() work properly), and these flags are updated by 1403 * blocked() and wall() work properly), and these flags are updated by
1551 * update_object(). 1404 * update_object().
1552 */ 1405 */
1553 1406
1554 /* if this is not the head or flag has been passed, don't check walk on status */ 1407 /* if this is not the head or flag has been passed, don't check walk on status */
1555
1556 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1408 if (!(flag & INS_NO_WALK_ON) && !op->head)
1409 {
1557 if (check_move_on(op, originator)) 1410 if (check_move_on (op, originator))
1558 return NULL; 1411 return 0;
1559 1412
1560 /* If we are a multi part object, lets work our way through the check 1413 /* If we are a multi part object, lets work our way through the check
1561 * walk on's. 1414 * walk on's.
1562 */ 1415 */
1563 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1416 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1564 if (check_move_on (tmp, originator)) 1417 if (check_move_on (tmp, originator))
1565 return NULL; 1418 return 0;
1566 } 1419 }
1420
1567 return op; 1421 return op;
1568} 1422}
1569 1423
1570/* this function inserts an object in the map, but if it 1424/* this function inserts an object in the map, but if it
1571 * finds an object of its own type, it'll remove that one first. 1425 * finds an object of its own type, it'll remove that one first.
1572 * op is the object to insert it under: supplies x and the map. 1426 * op is the object to insert it under: supplies x and the map.
1573 */ 1427 */
1428void
1574void replace_insert_ob_in_map(const char *arch_string, object *op) { 1429replace_insert_ob_in_map (const char *arch_string, object *op)
1575 object *tmp; 1430{
1576 object *tmp1; 1431 object *tmp, *tmp1;
1577 1432
1578 /* first search for itself and remove any old instances */ 1433 /* first search for itself and remove any old instances */
1579 1434
1580 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1435 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1581 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1436 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 remove_ob(tmp); 1437 tmp->destroy ();
1583 free_object(tmp);
1584 }
1585 }
1586 1438
1587 tmp1=arch_to_object(find_archetype(arch_string)); 1439 tmp1 = arch_to_object (archetype::find (arch_string));
1588 1440
1589 1441 tmp1->x = op->x;
1590 tmp1->x = op->x; tmp1->y = op->y; 1442 tmp1->y = op->y;
1591 insert_ob_in_map(tmp1,op->map,op,0); 1443 insert_ob_in_map (tmp1, op->map, op, 0);
1592} 1444}
1593 1445
1594/* 1446/*
1595 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1447 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1596 * is returned contains nr objects, and the remaining parts contains 1448 * is returned contains nr objects, and the remaining parts contains
1597 * the rest (or is removed and freed if that number is 0). 1449 * the rest (or is removed and freed if that number is 0).
1598 * On failure, NULL is returned, and the reason put into the 1450 * On failure, NULL is returned, and the reason put into the
1599 * global static errmsg array. 1451 * global static errmsg array.
1600 */ 1452 */
1601 1453
1454object *
1602object *get_split_ob(object *orig_ob, uint32 nr) { 1455get_split_ob (object *orig_ob, uint32 nr)
1456{
1603 object *newob; 1457 object *newob;
1604 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1605 1459
1606 if(orig_ob->nrof<nr) { 1460 if (orig_ob->nrof < nr)
1607 sprintf(errmsg,"There are only %d %ss.", 1461 {
1608 orig_ob->nrof?orig_ob->nrof:1, &orig_ob->name); 1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1609 return NULL; 1463 return NULL;
1610 } 1464 }
1465
1611 newob = object_create_clone(orig_ob); 1466 newob = object_create_clone (orig_ob);
1467
1612 if((orig_ob->nrof-=nr)<1) { 1468 if ((orig_ob->nrof -= nr) < 1)
1613 if ( ! is_removed) 1469 orig_ob->destroy (1);
1614 remove_ob(orig_ob);
1615 free_object2(orig_ob, 1);
1616 }
1617 else if ( ! is_removed) { 1470 else if (!is_removed)
1471 {
1618 if(orig_ob->env!=NULL) 1472 if (orig_ob->env != NULL)
1619 sub_weight (orig_ob->env,orig_ob->weight*nr); 1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1620 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1475 {
1621 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1476 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1622 LOG(llevDebug,
1623 "Error, Tried to split object whose map is not in memory.\n"); 1477 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1624 return NULL; 1478 return NULL;
1625 } 1479 }
1626 } 1480 }
1481
1627 newob->nrof=nr; 1482 newob->nrof = nr;
1628 1483
1629 return newob; 1484 return newob;
1630} 1485}
1631 1486
1632/* 1487/*
1633 * decrease_ob_nr(object, number) decreases a specified number from 1488 * decrease_ob_nr(object, number) decreases a specified number from
1634 * the amount of an object. If the amount reaches 0, the object 1489 * the amount of an object. If the amount reaches 0, the object
1635 * is subsequently removed and freed. 1490 * is subsequently removed and freed.
1636 * 1491 *
1637 * Return value: 'op' if something is left, NULL if the amount reached 0 1492 * Return value: 'op' if something is left, NULL if the amount reached 0
1638 */ 1493 */
1639 1494
1495object *
1640object *decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1641{ 1497{
1642 object *tmp; 1498 object *tmp;
1643 player *pl;
1644 1499
1645 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1646 return op; 1501 return op;
1647 1502
1648 if (i > op->nrof) 1503 if (i > op->nrof)
1649 i = op->nrof; 1504 i = op->nrof;
1650 1505
1651 if (QUERY_FLAG (op, FLAG_REMOVED)) 1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1507 op->nrof -= i;
1508 else if (op->env)
1509 {
1510 /* is this object in the players inventory, or sub container
1511 * therein?
1512 */
1513 tmp = op->in_player ();
1514 /* nope. Is this a container the player has opened?
1515 * If so, set tmp to that player.
1516 * IMO, searching through all the players will mostly
1517 * likely be quicker than following op->env to the map,
1518 * and then searching the map for a player.
1519 */
1520 if (!tmp)
1521 for_all_players (pl)
1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1525 break;
1526 }
1527
1528 if (i < op->nrof)
1529 {
1530 sub_weight (op->env, op->weight * i);
1531 op->nrof -= i;
1532 if (tmp)
1533 esrv_send_item (tmp, op);
1534 }
1535 else
1536 {
1537 op->remove ();
1538 op->nrof = 0;
1539 if (tmp)
1540 esrv_del_item (tmp->contr, op->count);
1541 }
1652 { 1542 }
1543 else
1544 {
1545 object *above = op->above;
1546
1547 if (i < op->nrof)
1653 op->nrof -= i; 1548 op->nrof -= i;
1654 } 1549 else
1655 else if (op->env != NULL)
1656 {
1657 /* is this object in the players inventory, or sub container
1658 * therein?
1659 */ 1550 {
1660 tmp = is_player_inv (op->env); 1551 op->remove ();
1661 /* nope. Is this a container the player has opened? 1552 op->nrof = 0;
1662 * If so, set tmp to that player.
1663 * IMO, searching through all the players will mostly
1664 * likely be quicker than following op->env to the map,
1665 * and then searching the map for a player.
1666 */
1667 if (!tmp) {
1668 for (pl=first_player; pl; pl=pl->next)
1669 if (pl->ob->container == op->env) break;
1670 if (pl) tmp=pl->ob;
1671 else tmp=NULL;
1672 } 1553 }
1673 1554
1674 if (i < op->nrof) {
1675 sub_weight (op->env, op->weight * i);
1676 op->nrof -= i;
1677 if (tmp) {
1678 esrv_send_item(tmp, op);
1679 }
1680 } else {
1681 remove_ob (op);
1682 op->nrof = 0;
1683 if (tmp) {
1684 esrv_del_item(tmp->contr, op->count);
1685 }
1686 }
1687 }
1688 else
1689 {
1690 object *above = op->above;
1691
1692 if (i < op->nrof) {
1693 op->nrof -= i;
1694 } else {
1695 remove_ob (op);
1696 op->nrof = 0;
1697 }
1698 /* Since we just removed op, op->above is null */ 1555 /* Since we just removed op, op->above is null */
1699 for (tmp = above; tmp != NULL; tmp = tmp->above) 1556 for (tmp = above; tmp; tmp = tmp->above)
1700 if (tmp->type == PLAYER) { 1557 if (tmp->type == PLAYER)
1558 {
1701 if (op->nrof) 1559 if (op->nrof)
1702 esrv_send_item(tmp, op); 1560 esrv_send_item (tmp, op);
1703 else 1561 else
1704 esrv_del_item(tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1705 } 1563 }
1706 } 1564 }
1707 1565
1708 if (op->nrof) { 1566 if (op->nrof)
1709 return op; 1567 return op;
1710 } else { 1568 else
1711 free_object (op); 1569 {
1570 op->destroy ();
1712 return NULL; 1571 return 0;
1713 } 1572 }
1714} 1573}
1715 1574
1716/* 1575/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1718 * and also updates how much the environment(s) is/are carrying. 1577 * and also updates how much the environment(s) is/are carrying.
1719 */ 1578 */
1720 1579
1580void
1721void add_weight (object *op, signed long weight) { 1581add_weight (object *op, signed long weight)
1582{
1722 while (op!=NULL) { 1583 while (op != NULL)
1584 {
1723 if (op->type == CONTAINER) { 1585 if (op->type == CONTAINER)
1724 weight=(signed long)(weight*(100-op->stats.Str)/100); 1586 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1725 } 1587
1726 op->carrying+=weight; 1588 op->carrying += weight;
1727 op=op->env; 1589 op = op->env;
1728 } 1590 }
1729} 1591}
1730 1592
1593object *
1594insert_ob_in_ob (object *op, object *where)
1595{
1596 if (!where)
1597 {
1598 char *dump = dump_object (op);
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump);
1601 return op;
1602 }
1603
1604 if (where->head)
1605 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head;
1608 }
1609
1610 return where->insert (op);
1611}
1612
1731/* 1613/*
1732 * insert_ob_in_ob(op,environment): 1614 * env->insert (op)
1733 * This function inserts the object op in the linked list 1615 * This function inserts the object op in the linked list
1734 * inside the object environment. 1616 * inside the object environment.
1735 * 1617 *
1736 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1737 * the inventory at the last position or next to other objects of the same
1738 * type.
1739 * Frank: Now sorted by type, archetype and magic!
1740 *
1741 * The function returns now pointer to inserted item, and return value can 1618 * The function returns now pointer to inserted item, and return value can
1742 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1743 */ 1620 */
1744 1621
1745object *insert_ob_in_ob(object *op,object *where) { 1622object *
1623object::insert (object *op)
1624{
1746 object *tmp, *otmp; 1625 object *tmp, *otmp;
1747 1626
1748 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1749 dump_object(op); 1628 op->remove ();
1750 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1629
1751 return op;
1752 }
1753 if(where==NULL) {
1754 dump_object(op);
1755 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1756 return op;
1757 }
1758 if (where->head) {
1759 LOG(llevDebug,
1760 "Warning: Tried to insert object wrong part of multipart object.\n");
1761 where = where->head;
1762 }
1763 if (op->more) { 1630 if (op->more)
1631 {
1764 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1765 &op->name, op->count);
1766 return op; 1633 return op;
1767 } 1634 }
1635
1768 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1769 CLEAR_FLAG(op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1770 if(op->nrof) { 1638 if (op->nrof)
1639 {
1771 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1640 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1772 if ( CAN_MERGE(tmp,op) ) { 1641 if (object::can_merge (tmp, op))
1642 {
1773 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1774 (client needs the original object) */ 1644 (client needs the original object) */
1775 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1776 /* Weight handling gets pretty funky. Since we are adding to 1646 /* Weight handling gets pretty funky. Since we are adding to
1777 * tmp->nrof, we need to increase the weight. 1647 * tmp->nrof, we need to increase the weight.
1778 */ 1648 */
1779 add_weight (where, op->weight*op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1780 SET_FLAG(op, FLAG_REMOVED); 1650 SET_FLAG (op, FLAG_REMOVED);
1781 free_object(op); /* free the inserted object */ 1651 op->destroy (); /* free the inserted object */
1782 op = tmp; 1652 op = tmp;
1783 remove_ob (op); /* and fix old object's links */ 1653 op->remove (); /* and fix old object's links */
1784 CLEAR_FLAG(op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1785 break; 1655 break;
1786 } 1656 }
1787 1657
1788 /* I assume combined objects have no inventory 1658 /* I assume combined objects have no inventory
1789 * We add the weight - this object could have just been removed 1659 * We add the weight - this object could have just been removed
1790 * (if it was possible to merge). calling remove_ob will subtract 1660 * (if it was possible to merge). calling remove_ob will subtract
1791 * the weight, so we need to add it in again, since we actually do 1661 * the weight, so we need to add it in again, since we actually do
1792 * the linking below 1662 * the linking below
1793 */ 1663 */
1794 add_weight (where, op->weight*op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1665 }
1795 } else 1666 else
1796 add_weight (where, (op->weight+op->carrying)); 1667 add_weight (this, (op->weight + op->carrying));
1797 1668
1798 otmp=is_player_inv(where); 1669 otmp = this->in_player ();
1799 if (otmp&&otmp->contr!=NULL) { 1670 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player(otmp); 1672 otmp->update_stats ();
1802 }
1803 1673
1804 op->map=NULL; 1674 op->map = 0;
1805 op->env=where; 1675 op->env = this;
1806 op->above=NULL; 1676 op->above = 0;
1807 op->below=NULL; 1677 op->below = 0;
1808 op->x=0,op->y=0; 1678 op->x = 0, op->y = 0;
1809 1679
1810 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1811 if((op->glow_radius!=0)&&where->map) 1681 if ((op->glow_radius != 0) && map)
1812 { 1682 {
1813#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1814 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1815 op->name);
1816#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1817 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1686 if (map->darkness)
1687 update_all_los (map, x, y);
1818 } 1688 }
1819 1689
1820 /* Client has no idea of ordering so lets not bother ordering it here. 1690 /* Client has no idea of ordering so lets not bother ordering it here.
1821 * It sure simplifies this function... 1691 * It sure simplifies this function...
1822 */ 1692 */
1823 if (where->inv==NULL) 1693 if (!inv)
1824 where->inv=op; 1694 inv = op;
1825 else { 1695 else
1696 {
1826 op->below = where->inv; 1697 op->below = inv;
1827 op->below->above = op; 1698 op->below->above = op;
1828 where->inv = op; 1699 inv = op;
1829 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1703
1830 return op; 1704 return op;
1831} 1705}
1832 1706
1833/* 1707/*
1834 * Checks if any objects has a move_type that matches objects 1708 * Checks if any objects has a move_type that matches objects
1849 * MSW 2001-07-08: Check all objects on space, not just those below 1723 * MSW 2001-07-08: Check all objects on space, not just those below
1850 * object being inserted. insert_ob_in_map may not put new objects 1724 * object being inserted. insert_ob_in_map may not put new objects
1851 * on top. 1725 * on top.
1852 */ 1726 */
1853 1727
1728int
1854int check_move_on (object *op, object *originator) 1729check_move_on (object *op, object *originator)
1855{ 1730{
1856 object *tmp; 1731 object *tmp;
1857 tag_t tag;
1858 mapstruct *m=op->map; 1732 maptile *m = op->map;
1859 int x=op->x, y=op->y; 1733 int x = op->x, y = op->y;
1734
1860 MoveType move_on, move_slow, move_block; 1735 MoveType move_on, move_slow, move_block;
1861 1736
1862 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1737 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1863 return 0; 1738 return 0;
1864 1739
1865 tag = op->count;
1866
1867 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1740 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1868 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1741 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1869 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1742 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1870 1743
1871 /* if nothing on this space will slow op down or be applied, 1744 /* if nothing on this space will slow op down or be applied,
1872 * no need to do checking below. have to make sure move_type 1745 * no need to do checking below. have to make sure move_type
1873 * is set, as lots of objects don't have it set - we treat that 1746 * is set, as lots of objects don't have it set - we treat that
1874 * as walking. 1747 * as walking.
1875 */ 1748 */
1876 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1749 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1877 return 0; 1750 return 0;
1878 1751
1879 /* This is basically inverse logic of that below - basically, 1752 /* This is basically inverse logic of that below - basically,
1880 * if the object can avoid the move on or slow move, they do so, 1753 * if the object can avoid the move on or slow move, they do so,
1881 * but can't do it if the alternate movement they are using is 1754 * but can't do it if the alternate movement they are using is
1882 * blocked. Logic on this seems confusing, but does seem correct. 1755 * blocked. Logic on this seems confusing, but does seem correct.
1883 */ 1756 */
1884 if ((op->move_type & ~move_on & ~move_block) != 0 && 1757 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1885 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1758 return 0;
1886 1759
1887 /* The objects have to be checked from top to bottom. 1760 /* The objects have to be checked from top to bottom.
1888 * Hence, we first go to the top: 1761 * Hence, we first go to the top:
1889 */ 1762 */
1890 1763
1891 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1764 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1892 tmp->above!=NULL; tmp=tmp->above) { 1765 {
1893 /* Trim the search when we find the first other spell effect 1766 /* Trim the search when we find the first other spell effect
1894 * this helps performance so that if a space has 50 spell objects, 1767 * this helps performance so that if a space has 50 spell objects,
1895 * we don't need to check all of them. 1768 * we don't need to check all of them.
1896 */ 1769 */
1897 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1770 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1771 break;
1772 }
1773
1774 for (; tmp; tmp = tmp->below)
1898 } 1775 {
1899 for(;tmp!=NULL; tmp=tmp->below) { 1776 if (tmp == op)
1900 if (tmp == op) continue; /* Can't apply yourself */ 1777 continue; /* Can't apply yourself */
1901 1778
1902 /* Check to see if one of the movement types should be slowed down. 1779 /* Check to see if one of the movement types should be slowed down.
1903 * Second check makes sure that the movement types not being slowed 1780 * Second check makes sure that the movement types not being slowed
1904 * (~slow_move) is not blocked on this space - just because the 1781 * (~slow_move) is not blocked on this space - just because the
1905 * space doesn't slow down swimming (for example), if you can't actually 1782 * space doesn't slow down swimming (for example), if you can't actually
1906 * swim on that space, can't use it to avoid the penalty. 1783 * swim on that space, can't use it to avoid the penalty.
1907 */ 1784 */
1908 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1785 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1786 {
1909 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1787 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1910 ((op->move_type & tmp->move_slow) &&
1911 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1788 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1789 {
1912 1790
1913 float diff; 1791 float
1914
1915 diff = tmp->move_slow_penalty*FABS(op->speed); 1792 diff = tmp->move_slow_penalty * FABS (op->speed);
1793
1916 if (op->type == PLAYER) { 1794 if (op->type == PLAYER)
1917 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1795 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1918 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1796 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1919 diff /= 4.0; 1797 diff /= 4.0;
1920 } 1798
1921 }
1922 op->speed_left -= diff; 1799 op->speed_left -= diff;
1923 } 1800 }
1924 } 1801 }
1925 1802
1926 /* Basically same logic as above, except now for actual apply. */ 1803 /* Basically same logic as above, except now for actual apply. */
1927 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1804 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1928 ((op->move_type & tmp->move_on) &&
1929 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1805 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1930 1806 {
1931 move_apply(tmp, op, originator); 1807 move_apply (tmp, op, originator);
1808
1932 if (was_destroyed (op, tag)) 1809 if (op->destroyed ())
1933 return 1; 1810 return 1;
1934 1811
1935 /* what the person/creature stepped onto has moved the object 1812 /* what the person/creature stepped onto has moved the object
1936 * someplace new. Don't process any further - if we did, 1813 * someplace new. Don't process any further - if we did,
1937 * have a feeling strange problems would result. 1814 * have a feeling strange problems would result.
1938 */ 1815 */
1939 if (op->map != m || op->x != x || op->y != y) return 0; 1816 if (op->map != m || op->x != x || op->y != y)
1817 return 0;
1940 } 1818 }
1941 } 1819 }
1820
1942 return 0; 1821 return 0;
1943} 1822}
1944 1823
1945/* 1824/*
1946 * present_arch(arch, map, x, y) searches for any objects with 1825 * present_arch(arch, map, x, y) searches for any objects with
1947 * a matching archetype at the given map and coordinates. 1826 * a matching archetype at the given map and coordinates.
1948 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
1949 */ 1828 */
1950 1829object *
1951object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1830present_arch (const archetype *at, maptile *m, int x, int y)
1952 object *tmp; 1831{
1953 if(m==NULL || out_of_map(m,x,y)) { 1832 if (m == NULL || out_of_map (m, x, y))
1833 {
1954 LOG(llevError,"Present_arch called outside map.\n"); 1834 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1835 return NULL;
1956 } 1836 }
1837
1957 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1838 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958 if(tmp->arch == at) 1839 if (tmp->arch == at)
1959 return tmp; 1840 return tmp;
1841
1960 return NULL; 1842 return NULL;
1961} 1843}
1962 1844
1963/* 1845/*
1964 * present(type, map, x, y) searches for any objects with 1846 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1847 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1967 */ 1849 */
1968 1850object *
1969object *present(unsigned char type,mapstruct *m, int x,int y) { 1851present (unsigned char type, maptile *m, int x, int y)
1970 object *tmp; 1852{
1971 if(out_of_map(m,x,y)) { 1853 if (out_of_map (m, x, y))
1854 {
1972 LOG(llevError,"Present called outside map.\n"); 1855 LOG (llevError, "Present called outside map.\n");
1973 return NULL; 1856 return NULL;
1974 } 1857 }
1858
1975 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1976 if(tmp->type==type) 1860 if (tmp->type == type)
1977 return tmp; 1861 return tmp;
1862
1978 return NULL; 1863 return NULL;
1979} 1864}
1980 1865
1981/* 1866/*
1982 * present_in_ob(type, object) searches for any objects with 1867 * present_in_ob(type, object) searches for any objects with
1983 * a matching type variable in the inventory of the given object. 1868 * a matching type variable in the inventory of the given object.
1984 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1985 */ 1870 */
1986 1871object *
1987object *present_in_ob(unsigned char type, const object *op) { 1872present_in_ob (unsigned char type, const object *op)
1988 object *tmp; 1873{
1989 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1874 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1990 if(tmp->type==type) 1875 if (tmp->type == type)
1991 return tmp; 1876 return tmp;
1877
1992 return NULL; 1878 return NULL;
1993} 1879}
1994 1880
1995/* 1881/*
1996 * present_in_ob (type, str, object) searches for any objects with 1882 * present_in_ob (type, str, object) searches for any objects with
2004 * str is the string to match against. Note that we match against 1890 * str is the string to match against. Note that we match against
2005 * the object name, not the archetype name. this is so that the 1891 * the object name, not the archetype name. this is so that the
2006 * spell code can use one object type (force), but change it's name 1892 * spell code can use one object type (force), but change it's name
2007 * to be unique. 1893 * to be unique.
2008 */ 1894 */
2009 1895object *
2010object *present_in_ob_by_name(int type, const char *str, const object *op) { 1896present_in_ob_by_name (int type, const char *str, const object *op)
2011 object *tmp; 1897{
2012
2013 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2014 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1899 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2015 return tmp; 1900 return tmp;
2016 } 1901
2017 return NULL; 1902 return 0;
2018} 1903}
2019 1904
2020/* 1905/*
2021 * present_arch_in_ob(archetype, object) searches for any objects with 1906 * present_arch_in_ob(archetype, object) searches for any objects with
2022 * a matching archetype in the inventory of the given object. 1907 * a matching archetype in the inventory of the given object.
2023 * The first matching object is returned, or NULL if none. 1908 * The first matching object is returned, or NULL if none.
2024 */ 1909 */
2025 1910object *
2026object *present_arch_in_ob(const archetype *at, const object *op) { 1911present_arch_in_ob (const archetype *at, const object *op)
2027 object *tmp; 1912{
2028 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2029 if( tmp->arch == at) 1914 if (tmp->arch == at)
2030 return tmp; 1915 return tmp;
1916
2031 return NULL; 1917 return NULL;
2032} 1918}
2033 1919
2034/* 1920/*
2035 * activate recursively a flag on an object inventory 1921 * activate recursively a flag on an object inventory
2036 */ 1922 */
1923void
2037void flag_inv(object*op, int flag){ 1924flag_inv (object *op, int flag)
2038 object *tmp; 1925{
2039 if(op->inv) 1926 if (op->inv)
2040 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1928 {
2041 SET_FLAG(tmp, flag); 1929 SET_FLAG (tmp, flag);
2042 flag_inv(tmp,flag); 1930 flag_inv (tmp, flag);
2043 } 1931 }
1932}
1933
2044}/* 1934/*
2045 * desactivate recursively a flag on an object inventory 1935 * deactivate recursively a flag on an object inventory
2046 */ 1936 */
1937void
2047void unflag_inv(object*op, int flag){ 1938unflag_inv (object *op, int flag)
2048 object *tmp; 1939{
2049 if(op->inv) 1940 if (op->inv)
2050 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 {
2051 CLEAR_FLAG(tmp, flag); 1943 CLEAR_FLAG (tmp, flag);
2052 unflag_inv(tmp,flag); 1944 unflag_inv (tmp, flag);
2053 } 1945 }
2054} 1946}
2055 1947
2056/* 1948/*
2057 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1949 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2058 * all it's inventory (recursively). 1950 * all it's inventory (recursively).
2059 * If checksums are used, a player will get set_cheat called for 1951 * If checksums are used, a player will get set_cheat called for
2060 * him/her-self and all object carried by a call to this function. 1952 * him/her-self and all object carried by a call to this function.
2061 */ 1953 */
2062 1954void
2063void set_cheat(object *op) { 1955set_cheat (object *op)
1956{
2064 SET_FLAG(op, FLAG_WAS_WIZ); 1957 SET_FLAG (op, FLAG_WAS_WIZ);
2065 flag_inv(op, FLAG_WAS_WIZ); 1958 flag_inv (op, FLAG_WAS_WIZ);
2066} 1959}
2067 1960
2068/* 1961/*
2069 * find_free_spot(object, map, x, y, start, stop) will search for 1962 * find_free_spot(object, map, x, y, start, stop) will search for
2070 * a spot at the given map and coordinates which will be able to contain 1963 * a spot at the given map and coordinates which will be able to contain
2084 * because arch_blocked (now ob_blocked) needs to know the movement type 1977 * because arch_blocked (now ob_blocked) needs to know the movement type
2085 * to know if the space in question will block the object. We can't use 1978 * to know if the space in question will block the object. We can't use
2086 * the archetype because that isn't correct if the monster has been 1979 * the archetype because that isn't correct if the monster has been
2087 * customized, changed states, etc. 1980 * customized, changed states, etc.
2088 */ 1981 */
2089 1982int
2090int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1983find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1984{
2091 int i,index=0, flag; 1985 int index = 0, flag;
2092 static int altern[SIZEOFFREE]; 1986 int altern[SIZEOFFREE];
2093 1987
2094 for(i=start;i<stop;i++) { 1988 for (int i = start; i < stop; i++)
1989 {
2095 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1990 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2096 if(!flag) 1991 if (!flag)
2097 altern[index++]=i; 1992 altern [index++] = i;
2098 1993
2099 /* Basically, if we find a wall on a space, we cut down the search size. 1994 /* Basically, if we find a wall on a space, we cut down the search size.
2100 * In this way, we won't return spaces that are on another side of a wall. 1995 * In this way, we won't return spaces that are on another side of a wall.
2101 * This mostly work, but it cuts down the search size in all directions - 1996 * This mostly work, but it cuts down the search size in all directions -
2102 * if the space being examined only has a wall to the north and empty 1997 * if the space being examined only has a wall to the north and empty
2103 * spaces in all the other directions, this will reduce the search space 1998 * spaces in all the other directions, this will reduce the search space
2104 * to only the spaces immediately surrounding the target area, and 1999 * to only the spaces immediately surrounding the target area, and
2105 * won't look 2 spaces south of the target space. 2000 * won't look 2 spaces south of the target space.
2106 */ 2001 */
2107 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2002 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2108 stop=maxfree[i]; 2003 stop = maxfree[i];
2109 } 2004 }
2110 if(!index) return -1; 2005
2006 if (!index)
2007 return -1;
2008
2111 return altern[RANDOM()%index]; 2009 return altern[RANDOM () % index];
2112} 2010}
2113 2011
2114/* 2012/*
2115 * find_first_free_spot(archetype, mapstruct, x, y) works like 2013 * find_first_free_spot(archetype, maptile, x, y) works like
2116 * find_free_spot(), but it will search max number of squares. 2014 * find_free_spot(), but it will search max number of squares.
2117 * But it will return the first available spot, not a random choice. 2015 * But it will return the first available spot, not a random choice.
2118 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2016 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2119 */ 2017 */
2120 2018int
2121int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2019find_first_free_spot (const object *ob, maptile *m, int x, int y)
2122 int i; 2020{
2123 for(i=0;i<SIZEOFFREE;i++) { 2021 for (int i = 0; i < SIZEOFFREE; i++)
2124 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2022 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2125 return i; 2023 return i;
2126 } 2024
2127 return -1; 2025 return -1;
2128} 2026}
2129 2027
2130/* 2028/*
2131 * The function permute(arr, begin, end) randomly reorders the array 2029 * The function permute(arr, begin, end) randomly reorders the array
2132 * arr[begin..end-1]. 2030 * arr[begin..end-1].
2031 * now uses a fisher-yates shuffle, old permute was broken
2133 */ 2032 */
2033static void
2134static void permute(int *arr, int begin, int end) 2034permute (int *arr, int begin, int end)
2135{ 2035{
2136 int i, j, tmp, len; 2036 arr += begin;
2037 end -= begin;
2137 2038
2138 len = end-begin; 2039 while (--end)
2139 for(i = begin; i < end; i++) 2040 swap (arr [end], arr [RANDOM () % (end + 1)]);
2140 {
2141 j = begin+RANDOM()%len;
2142
2143 tmp = arr[i];
2144 arr[i] = arr[j];
2145 arr[j] = tmp;
2146 }
2147} 2041}
2148 2042
2149/* new function to make monster searching more efficient, and effective! 2043/* new function to make monster searching more efficient, and effective!
2150 * This basically returns a randomized array (in the passed pointer) of 2044 * This basically returns a randomized array (in the passed pointer) of
2151 * the spaces to find monsters. In this way, it won't always look for 2045 * the spaces to find monsters. In this way, it won't always look for
2152 * monsters to the north first. However, the size of the array passed 2046 * monsters to the north first. However, the size of the array passed
2153 * covers all the spaces, so within that size, all the spaces within 2047 * covers all the spaces, so within that size, all the spaces within
2154 * the 3x3 area will be searched, just not in a predictable order. 2048 * the 3x3 area will be searched, just not in a predictable order.
2155 */ 2049 */
2050void
2156void get_search_arr(int *search_arr) 2051get_search_arr (int *search_arr)
2157{ 2052{
2158 int i; 2053 int i;
2159 2054
2160 for(i = 0; i < SIZEOFFREE; i++) 2055 for (i = 0; i < SIZEOFFREE; i++)
2161 {
2162 search_arr[i] = i; 2056 search_arr[i] = i;
2163 }
2164 2057
2165 permute(search_arr, 1, SIZEOFFREE1+1); 2058 permute (search_arr, 1, SIZEOFFREE1 + 1);
2166 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2059 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2167 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2060 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2168} 2061}
2169 2062
2170/* 2063/*
2171 * find_dir(map, x, y, exclude) will search some close squares in the 2064 * find_dir(map, x, y, exclude) will search some close squares in the
2172 * given map at the given coordinates for live objects. 2065 * given map at the given coordinates for live objects.
2177 * Perhaps incorrectly, but I'm making the assumption that exclude 2070 * Perhaps incorrectly, but I'm making the assumption that exclude
2178 * is actually want is going to try and move there. We need this info 2071 * is actually want is going to try and move there. We need this info
2179 * because we have to know what movement the thing looking to move 2072 * because we have to know what movement the thing looking to move
2180 * there is capable of. 2073 * there is capable of.
2181 */ 2074 */
2182 2075int
2183int find_dir(mapstruct *m, int x, int y, object *exclude) { 2076find_dir (maptile *m, int x, int y, object *exclude)
2077{
2184 int i,max=SIZEOFFREE, mflags; 2078 int i, max = SIZEOFFREE, mflags;
2079
2185 sint16 nx, ny; 2080 sint16 nx, ny;
2186 object *tmp; 2081 object *tmp;
2187 mapstruct *mp; 2082 maptile *mp;
2083
2188 MoveType blocked, move_type; 2084 MoveType blocked, move_type;
2189 2085
2190 if (exclude && exclude->head) { 2086 if (exclude && exclude->head)
2087 {
2191 exclude = exclude->head; 2088 exclude = exclude->head;
2192 move_type = exclude->move_type; 2089 move_type = exclude->move_type;
2193 } else { 2090 }
2091 else
2092 {
2194 /* If we don't have anything, presume it can use all movement types. */ 2093 /* If we don't have anything, presume it can use all movement types. */
2195 move_type=MOVE_ALL; 2094 move_type = MOVE_ALL;
2095 }
2096
2097 for (i = 1; i < max; i++)
2196 } 2098 {
2197
2198 for(i=1;i<max;i++) {
2199 mp = m; 2099 mp = m;
2200 nx = x + freearr_x[i]; 2100 nx = x + freearr_x[i];
2201 ny = y + freearr_y[i]; 2101 ny = y + freearr_y[i];
2202 2102
2203 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2103 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2104
2204 if (mflags & P_OUT_OF_MAP) { 2105 if (mflags & P_OUT_OF_MAP)
2106 max = maxfree[i];
2107 else
2108 {
2109 mapspace &ms = mp->at (nx, ny);
2110
2111 blocked = ms.move_block;
2112
2113 if ((move_type & blocked) == move_type)
2205 max = maxfree[i]; 2114 max = maxfree[i];
2206 } else {
2207 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2208
2209 if ((move_type & blocked) == move_type) {
2210 max=maxfree[i];
2211 } else if (mflags & P_IS_ALIVE) { 2115 else if (mflags & P_IS_ALIVE)
2212 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2116 {
2117 for (tmp = ms.bot; tmp; tmp = tmp->above)
2213 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2118 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2214 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2119 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2215 break; 2120 break;
2216 } 2121
2217 }
2218 if(tmp) { 2122 if (tmp)
2219 return freedir[i]; 2123 return freedir[i];
2220 }
2221 } 2124 }
2222 } 2125 }
2223 } 2126 }
2127
2224 return 0; 2128 return 0;
2225} 2129}
2226 2130
2227/* 2131/*
2228 * distance(object 1, object 2) will return the square of the 2132 * distance(object 1, object 2) will return the square of the
2229 * distance between the two given objects. 2133 * distance between the two given objects.
2230 */ 2134 */
2231 2135int
2232int distance(const object *ob1, const object *ob2) { 2136distance (const object *ob1, const object *ob2)
2233 int i; 2137{
2234 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2138 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2235 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2236 return i;
2237} 2139}
2238 2140
2239/* 2141/*
2240 * find_dir_2(delta-x,delta-y) will return a direction in which 2142 * find_dir_2(delta-x,delta-y) will return a direction in which
2241 * an object which has subtracted the x and y coordinates of another 2143 * an object which has subtracted the x and y coordinates of another
2242 * object, needs to travel toward it. 2144 * object, needs to travel toward it.
2243 */ 2145 */
2244 2146int
2245int find_dir_2(int x, int y) { 2147find_dir_2 (int x, int y)
2148{
2246 int q; 2149 int q;
2247 2150
2248 if(y) 2151 if (y)
2249 q=x*100/y; 2152 q = x * 100 / y;
2250 else if (x) 2153 else if (x)
2251 q= -300*x; 2154 q = -300 * x;
2252 else 2155 else
2253 return 0; 2156 return 0;
2254 2157
2255 if(y>0) { 2158 if (y > 0)
2159 {
2256 if(q < -242) 2160 if (q < -242)
2257 return 3 ; 2161 return 3;
2258 if (q < -41) 2162 if (q < -41)
2259 return 2 ; 2163 return 2;
2260 if (q < 41) 2164 if (q < 41)
2261 return 1 ; 2165 return 1;
2262 if (q < 242) 2166 if (q < 242)
2263 return 8 ; 2167 return 8;
2264 return 7 ; 2168 return 7;
2265 } 2169 }
2266 2170
2267 if (q < -242) 2171 if (q < -242)
2268 return 7 ; 2172 return 7;
2269 if (q < -41) 2173 if (q < -41)
2270 return 6 ; 2174 return 6;
2271 if (q < 41) 2175 if (q < 41)
2272 return 5 ; 2176 return 5;
2273 if (q < 242) 2177 if (q < 242)
2274 return 4 ; 2178 return 4;
2275 2179
2276 return 3 ; 2180 return 3;
2277} 2181}
2278 2182
2279/* 2183/*
2280 * absdir(int): Returns a number between 1 and 8, which represent 2184 * absdir(int): Returns a number between 1 and 8, which represent
2281 * the "absolute" direction of a number (it actually takes care of 2185 * the "absolute" direction of a number (it actually takes care of
2282 * "overflow" in previous calculations of a direction). 2186 * "overflow" in previous calculations of a direction).
2283 */ 2187 */
2284 2188
2189int
2285int absdir(int d) { 2190absdir (int d)
2286 while(d<1) d+=8; 2191{
2287 while(d>8) d-=8; 2192 while (d < 1)
2193 d += 8;
2194
2195 while (d > 8)
2196 d -= 8;
2197
2288 return d; 2198 return d;
2289} 2199}
2290 2200
2291/* 2201/*
2292 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2293 * between two directions (which are expected to be absolute (see absdir()) 2203 * between two directions (which are expected to be absolute (see absdir())
2294 */ 2204 */
2295 2205
2206int
2296int dirdiff(int dir1, int dir2) { 2207dirdiff (int dir1, int dir2)
2208{
2297 int d; 2209 int d;
2210
2298 d = abs(dir1 - dir2); 2211 d = abs (dir1 - dir2);
2299 if(d>4) 2212 if (d > 4)
2300 d = 8 - d; 2213 d = 8 - d;
2214
2301 return d; 2215 return d;
2302} 2216}
2303 2217
2304/* peterm: 2218/* peterm:
2305 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2219 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2308 * This basically means that if direction is 15, then it could either go 2222 * This basically means that if direction is 15, then it could either go
2309 * direction 4, 14, or 16 to get back to where we are. 2223 * direction 4, 14, or 16 to get back to where we are.
2310 * Moved from spell_util.c to object.c with the other related direction 2224 * Moved from spell_util.c to object.c with the other related direction
2311 * functions. 2225 * functions.
2312 */ 2226 */
2313
2314int reduction_dir[SIZEOFFREE][3] = { 2227int reduction_dir[SIZEOFFREE][3] = {
2315 {0,0,0}, /* 0 */ 2228 {0, 0, 0}, /* 0 */
2316 {0,0,0}, /* 1 */ 2229 {0, 0, 0}, /* 1 */
2317 {0,0,0}, /* 2 */ 2230 {0, 0, 0}, /* 2 */
2318 {0,0,0}, /* 3 */ 2231 {0, 0, 0}, /* 3 */
2319 {0,0,0}, /* 4 */ 2232 {0, 0, 0}, /* 4 */
2320 {0,0,0}, /* 5 */ 2233 {0, 0, 0}, /* 5 */
2321 {0,0,0}, /* 6 */ 2234 {0, 0, 0}, /* 6 */
2322 {0,0,0}, /* 7 */ 2235 {0, 0, 0}, /* 7 */
2323 {0,0,0}, /* 8 */ 2236 {0, 0, 0}, /* 8 */
2324 {8,1,2}, /* 9 */ 2237 {8, 1, 2}, /* 9 */
2325 {1,2,-1}, /* 10 */ 2238 {1, 2, -1}, /* 10 */
2326 {2,10,12}, /* 11 */ 2239 {2, 10, 12}, /* 11 */
2327 {2,3,-1}, /* 12 */ 2240 {2, 3, -1}, /* 12 */
2328 {2,3,4}, /* 13 */ 2241 {2, 3, 4}, /* 13 */
2329 {3,4,-1}, /* 14 */ 2242 {3, 4, -1}, /* 14 */
2330 {4,14,16}, /* 15 */ 2243 {4, 14, 16}, /* 15 */
2331 {5,4,-1}, /* 16 */ 2244 {5, 4, -1}, /* 16 */
2332 {4,5,6}, /* 17 */ 2245 {4, 5, 6}, /* 17 */
2333 {6,5,-1}, /* 18 */ 2246 {6, 5, -1}, /* 18 */
2334 {6,20,18}, /* 19 */ 2247 {6, 20, 18}, /* 19 */
2335 {7,6,-1}, /* 20 */ 2248 {7, 6, -1}, /* 20 */
2336 {6,7,8}, /* 21 */ 2249 {6, 7, 8}, /* 21 */
2337 {7,8,-1}, /* 22 */ 2250 {7, 8, -1}, /* 22 */
2338 {8,22,24}, /* 23 */ 2251 {8, 22, 24}, /* 23 */
2339 {8,1,-1}, /* 24 */ 2252 {8, 1, -1}, /* 24 */
2340 {24,9,10}, /* 25 */ 2253 {24, 9, 10}, /* 25 */
2341 {9,10,-1}, /* 26 */ 2254 {9, 10, -1}, /* 26 */
2342 {10,11,-1}, /* 27 */ 2255 {10, 11, -1}, /* 27 */
2343 {27,11,29}, /* 28 */ 2256 {27, 11, 29}, /* 28 */
2344 {11,12,-1}, /* 29 */ 2257 {11, 12, -1}, /* 29 */
2345 {12,13,-1}, /* 30 */ 2258 {12, 13, -1}, /* 30 */
2346 {12,13,14}, /* 31 */ 2259 {12, 13, 14}, /* 31 */
2347 {13,14,-1}, /* 32 */ 2260 {13, 14, -1}, /* 32 */
2348 {14,15,-1}, /* 33 */ 2261 {14, 15, -1}, /* 33 */
2349 {33,15,35}, /* 34 */ 2262 {33, 15, 35}, /* 34 */
2350 {16,15,-1}, /* 35 */ 2263 {16, 15, -1}, /* 35 */
2351 {17,16,-1}, /* 36 */ 2264 {17, 16, -1}, /* 36 */
2352 {18,17,16}, /* 37 */ 2265 {18, 17, 16}, /* 37 */
2353 {18,17,-1}, /* 38 */ 2266 {18, 17, -1}, /* 38 */
2354 {18,19,-1}, /* 39 */ 2267 {18, 19, -1}, /* 39 */
2355 {41,19,39}, /* 40 */ 2268 {41, 19, 39}, /* 40 */
2356 {19,20,-1}, /* 41 */ 2269 {19, 20, -1}, /* 41 */
2357 {20,21,-1}, /* 42 */ 2270 {20, 21, -1}, /* 42 */
2358 {20,21,22}, /* 43 */ 2271 {20, 21, 22}, /* 43 */
2359 {21,22,-1}, /* 44 */ 2272 {21, 22, -1}, /* 44 */
2360 {23,22,-1}, /* 45 */ 2273 {23, 22, -1}, /* 45 */
2361 {45,47,23}, /* 46 */ 2274 {45, 47, 23}, /* 46 */
2362 {23,24,-1}, /* 47 */ 2275 {23, 24, -1}, /* 47 */
2363 {24,9,-1}}; /* 48 */ 2276 {24, 9, -1}
2277}; /* 48 */
2364 2278
2365/* Recursive routine to step back and see if we can 2279/* Recursive routine to step back and see if we can
2366 * find a path to that monster that we found. If not, 2280 * find a path to that monster that we found. If not,
2367 * we don't bother going toward it. Returns 1 if we 2281 * we don't bother going toward it. Returns 1 if we
2368 * can see a direct way to get it 2282 * can see a direct way to get it
2369 * Modified to be map tile aware -.MSW 2283 * Modified to be map tile aware -.MSW
2370 */ 2284 */
2371 2285int
2372
2373int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2286can_see_monsterP (maptile *m, int x, int y, int dir)
2287{
2374 sint16 dx, dy; 2288 sint16 dx, dy;
2375 int mflags; 2289 int mflags;
2376 2290
2291 if (dir < 0)
2377 if(dir<0) return 0; /* exit condition: invalid direction */ 2292 return 0; /* exit condition: invalid direction */
2378 2293
2379 dx = x + freearr_x[dir]; 2294 dx = x + freearr_x[dir];
2380 dy = y + freearr_y[dir]; 2295 dy = y + freearr_y[dir];
2381 2296
2382 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2297 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2383 2298
2384 /* This functional arguably was incorrect before - it was 2299 /* This functional arguably was incorrect before - it was
2385 * checking for P_WALL - that was basically seeing if 2300 * checking for P_WALL - that was basically seeing if
2386 * we could move to the monster - this is being more 2301 * we could move to the monster - this is being more
2387 * literal on if we can see it. To know if we can actually 2302 * literal on if we can see it. To know if we can actually
2388 * move to the monster, we'd need the monster passed in or 2303 * move to the monster, we'd need the monster passed in or
2389 * at least its move type. 2304 * at least its move type.
2390 */ 2305 */
2391 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2306 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2307 return 0;
2392 2308
2393 /* yes, can see. */ 2309 /* yes, can see. */
2394 if(dir < 9) return 1; 2310 if (dir < 9)
2311 return 1;
2312
2395 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2313 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2396 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2397 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2315 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2398} 2316}
2399 2317
2400
2401
2402/* 2318/*
2403 * can_pick(picker, item): finds out if an object is possible to be 2319 * can_pick(picker, item): finds out if an object is possible to be
2404 * picked up by the picker. Returnes 1 if it can be 2320 * picked up by the picker. Returnes 1 if it can be
2405 * picked up, otherwise 0. 2321 * picked up, otherwise 0.
2406 * 2322 *
2408 * core dumps if they do. 2324 * core dumps if they do.
2409 * 2325 *
2410 * Add a check so we can't pick up invisible objects (0.93.8) 2326 * Add a check so we can't pick up invisible objects (0.93.8)
2411 */ 2327 */
2412 2328
2329int
2413int can_pick(const object *who, const object *item) { 2330can_pick (const object *who, const object *item)
2331{
2414 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2415 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2416 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2417 (who->type==PLAYER||item->weight<who->weight/3));
2418} 2335}
2419
2420 2336
2421/* 2337/*
2422 * create clone from object to another 2338 * create clone from object to another
2423 */ 2339 */
2340object *
2424object *object_create_clone (object *asrc) { 2341object_create_clone (object *asrc)
2342{
2425 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2343 object *dst = 0, *tmp, *src, *part, *prev, *item;
2426 2344
2427 if(!asrc) return NULL; 2345 if (!asrc)
2346 return 0;
2347
2428 src = asrc; 2348 src = asrc;
2429 if(src->head) 2349 if (src->head)
2430 src = src->head; 2350 src = src->head;
2431 2351
2432 prev = NULL; 2352 prev = 0;
2433 for(part = src; part; part = part->more) { 2353 for (part = src; part; part = part->more)
2434 tmp = get_object(); 2354 {
2435 copy_object(part,tmp); 2355 tmp = part->clone ();
2436 tmp->x -= src->x; 2356 tmp->x -= src->x;
2437 tmp->y -= src->y; 2357 tmp->y -= src->y;
2358
2438 if(!part->head) { 2359 if (!part->head)
2360 {
2439 dst = tmp; 2361 dst = tmp;
2440 tmp->head = NULL;
2441 } else {
2442 tmp->head = dst; 2362 tmp->head = 0;
2443 } 2363 }
2364 else
2365 tmp->head = dst;
2366
2444 tmp->more = NULL; 2367 tmp->more = 0;
2368
2445 if(prev) 2369 if (prev)
2446 prev->more = tmp; 2370 prev->more = tmp;
2371
2447 prev = tmp; 2372 prev = tmp;
2448 } 2373 }
2449 /*** copy inventory ***/ 2374
2450 for(item = src->inv; item; item = item->below) { 2375 for (item = src->inv; item; item = item->below)
2451 (void) insert_ob_in_ob(object_create_clone(item),dst); 2376 insert_ob_in_ob (object_create_clone (item), dst);
2452 }
2453 2377
2454 return dst; 2378 return dst;
2455}
2456
2457/* return true if the object was destroyed, 0 otherwise */
2458int was_destroyed (const object *op, tag_t old_tag)
2459{
2460 /* checking for FLAG_FREED isn't necessary, but makes this function more
2461 * robust */
2462 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2463} 2379}
2464 2380
2465/* GROS - Creates an object using a string representing its content. */ 2381/* GROS - Creates an object using a string representing its content. */
2466/* Basically, we save the content of the string to a temp file, then call */ 2382/* Basically, we save the content of the string to a temp file, then call */
2467/* load_object on it. I admit it is a highly inefficient way to make things, */ 2383/* load_object on it. I admit it is a highly inefficient way to make things, */
2468/* but it was simple to make and allows reusing the load_object function. */ 2384/* but it was simple to make and allows reusing the load_object function. */
2469/* Remember not to use load_object_str in a time-critical situation. */ 2385/* Remember not to use load_object_str in a time-critical situation. */
2470/* Also remember that multiparts objects are not supported for now. */ 2386/* Also remember that multiparts objects are not supported for now. */
2471 2387object *
2472object* load_object_str(const char *obstr) 2388load_object_str (const char *obstr)
2473{ 2389{
2474 object *op; 2390 object *op;
2475 char filename[MAX_BUF]; 2391 char filename[MAX_BUF];
2392
2476 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2393 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2477 2394
2478 FILE *tempfile=fopen(filename,"w"); 2395 FILE *tempfile = fopen (filename, "w");
2396
2479 if (tempfile == NULL) 2397 if (tempfile == NULL)
2480 { 2398 {
2481 LOG(llevError,"Error - Unable to access load object temp file\n"); 2399 LOG (llevError, "Error - Unable to access load object temp file\n");
2482 return NULL; 2400 return NULL;
2483 }; 2401 }
2402
2484 fprintf(tempfile,obstr); 2403 fprintf (tempfile, obstr);
2485 fclose(tempfile); 2404 fclose (tempfile);
2486 2405
2487 op=get_object(); 2406 op = object::create ();
2488 2407
2489 object_thawer thawer (filename); 2408 object_thawer thawer (filename);
2490 2409
2491 if (thawer) 2410 if (thawer)
2492 load_object(thawer,op,0); 2411 load_object (thawer, op, 0);
2493 2412
2494 LOG(llevDebug," load str completed, object=%s\n", &op->name); 2413 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2495 CLEAR_FLAG(op,FLAG_REMOVED); 2414 CLEAR_FLAG (op, FLAG_REMOVED);
2496 2415
2497 return op; 2416 return op;
2498} 2417}
2499 2418
2500/* This returns the first object in who's inventory that 2419/* This returns the first object in who's inventory that
2501 * has the same type and subtype match. 2420 * has the same type and subtype match.
2502 * returns NULL if no match. 2421 * returns NULL if no match.
2503 */ 2422 */
2423object *
2504object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2424find_obj_by_type_subtype (const object *who, int type, int subtype)
2505{ 2425{
2506 object *tmp;
2507
2508 for (tmp=who->inv; tmp; tmp=tmp->below) 2426 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2509 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2427 if (tmp->type == type && tmp->subtype == subtype)
2428 return tmp;
2510 2429
2511 return NULL; 2430 return 0;
2512} 2431}
2513 2432
2514/* If ob has a field named key, return the link from the list, 2433/* If ob has a field named key, return the link from the list,
2515 * otherwise return NULL. 2434 * otherwise return NULL.
2516 * 2435 *
2517 * key must be a passed in shared string - otherwise, this won't 2436 * key must be a passed in shared string - otherwise, this won't
2518 * do the desired thing. 2437 * do the desired thing.
2519 */ 2438 */
2439key_value *
2520key_value * get_ob_key_link(const object * ob, const char * key) { 2440get_ob_key_link (const object *ob, const char *key)
2521 key_value * link; 2441{
2522
2523 for (link = ob->key_values; link != NULL; link = link->next) { 2442 for (key_value *link = ob->key_values; link; link = link->next)
2524 if (link->key == key) { 2443 if (link->key == key)
2525 return link; 2444 return link;
2526 } 2445
2527 } 2446 return 0;
2528 2447}
2529 return NULL;
2530}
2531 2448
2532/* 2449/*
2533 * Returns the value of op has an extra_field for key, or NULL. 2450 * Returns the value of op has an extra_field for key, or NULL.
2534 * 2451 *
2535 * The argument doesn't need to be a shared string. 2452 * The argument doesn't need to be a shared string.
2536 * 2453 *
2537 * The returned string is shared. 2454 * The returned string is shared.
2538 */ 2455 */
2456const char *
2539const char * get_ob_key_value(const object * op, const char * const key) { 2457get_ob_key_value (const object *op, const char *const key)
2458{
2540 key_value * link; 2459 key_value *link;
2541 const char * canonical_key; 2460 shstr_cmp canonical_key (key);
2461
2462 if (!canonical_key)
2542 2463 {
2543 canonical_key = shstr::find (key);
2544
2545 if (canonical_key == NULL) {
2546 /* 1. There being a field named key on any object 2464 /* 1. There being a field named key on any object
2547 * implies there'd be a shared string to find. 2465 * implies there'd be a shared string to find.
2548 * 2. Since there isn't, no object has this field. 2466 * 2. Since there isn't, no object has this field.
2549 * 3. Therefore, *this* object doesn't have this field. 2467 * 3. Therefore, *this* object doesn't have this field.
2550 */ 2468 */
2551 return NULL; 2469 return 0;
2552 } 2470 }
2553 2471
2554 /* This is copied from get_ob_key_link() above - 2472 /* This is copied from get_ob_key_link() above -
2555 * only 4 lines, and saves the function call overhead. 2473 * only 4 lines, and saves the function call overhead.
2556 */ 2474 */
2557 for (link = op->key_values; link != NULL; link = link->next) { 2475 for (link = op->key_values; link; link = link->next)
2558 if (link->key == canonical_key) { 2476 if (link->key == canonical_key)
2559 return link->value; 2477 return link->value;
2560 } 2478
2561 } 2479 return 0;
2562 return NULL;
2563} 2480}
2564 2481
2565 2482
2566/* 2483/*
2567 * Updates the canonical_key in op to value. 2484 * Updates the canonical_key in op to value.
2571 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2488 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2572 * keys. 2489 * keys.
2573 * 2490 *
2574 * Returns TRUE on success. 2491 * Returns TRUE on success.
2575 */ 2492 */
2493int
2576int set_ob_key_value_s(object * op, const shstr &canonical_key, const char * value, int add_key) { 2494set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2495{
2577 key_value * field = NULL, *last=NULL; 2496 key_value *field = NULL, *last = NULL;
2578 2497
2579 for (field=op->key_values; field != NULL; field=field->next) { 2498 for (field = op->key_values; field != NULL; field = field->next)
2499 {
2580 if (field->key != canonical_key) { 2500 if (field->key != canonical_key)
2501 {
2581 last = field; 2502 last = field;
2582 continue; 2503 continue;
2583 } 2504 }
2584 2505
2585 if (value) 2506 if (value)
2586 field->value = value; 2507 field->value = value;
2587 else { 2508 else
2509 {
2588 /* Basically, if the archetype has this key set, 2510 /* Basically, if the archetype has this key set,
2589 * we need to store the null value so when we save 2511 * we need to store the null value so when we save
2590 * it, we save the empty value so that when we load, 2512 * it, we save the empty value so that when we load,
2591 * we get this value back again. 2513 * we get this value back again.
2592 */ 2514 */
2593 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2515 if (get_ob_key_link (&op->arch->clone, canonical_key))
2594 field->value = 0; 2516 field->value = 0;
2517 else
2518 {
2519 if (last)
2520 last->next = field->next;
2595 else 2521 else
2596 {
2597 if (last) last->next = field->next;
2598 else op->key_values = field->next; 2522 op->key_values = field->next;
2599 2523
2600 delete field; 2524 delete field;
2601 } 2525 }
2602 } 2526 }
2603 return TRUE; 2527 return TRUE;
2604 } 2528 }
2605 /* IF we get here, key doesn't exist */ 2529 /* IF we get here, key doesn't exist */
2606 2530
2607 /* No field, we'll have to add it. */ 2531 /* No field, we'll have to add it. */
2608 2532
2609 if (!add_key) { 2533 if (!add_key)
2610 return FALSE; 2534 return FALSE;
2611 } 2535
2612 /* There isn't any good reason to store a null 2536 /* There isn't any good reason to store a null
2613 * value in the key/value list. If the archetype has 2537 * value in the key/value list. If the archetype has
2614 * this key, then we should also have it, so shouldn't 2538 * this key, then we should also have it, so shouldn't
2615 * be here. If user wants to store empty strings, 2539 * be here. If user wants to store empty strings,
2616 * should pass in "" 2540 * should pass in ""
2617 */ 2541 */
2618 if (value == NULL) return TRUE; 2542 if (value == NULL)
2619
2620 field = new key_value;
2621
2622 field->key = canonical_key;
2623 field->value = value;
2624 /* Usual prepend-addition. */
2625 field->next = op->key_values;
2626 op->key_values = field;
2627
2628 return TRUE; 2543 return TRUE;
2544
2545 field = new key_value;
2546
2547 field->key = canonical_key;
2548 field->value = value;
2549 /* Usual prepend-addition. */
2550 field->next = op->key_values;
2551 op->key_values = field;
2552
2553 return TRUE;
2629} 2554}
2630 2555
2631/* 2556/*
2632 * Updates the key in op to value. 2557 * Updates the key in op to value.
2633 * 2558 *
2635 * and not add new ones. 2560 * and not add new ones.
2636 * In general, should be little reason FALSE is ever passed in for add_key 2561 * In general, should be little reason FALSE is ever passed in for add_key
2637 * 2562 *
2638 * Returns TRUE on success. 2563 * Returns TRUE on success.
2639 */ 2564 */
2565int
2640int set_ob_key_value(object * op, const char *key, const char * value, int add_key) 2566set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2641{ 2567{
2642 shstr key_ (key); 2568 shstr key_ (key);
2569
2643 return set_ob_key_value_s (op, key_, value, add_key); 2570 return set_ob_key_value_s (op, key_, value, add_key);
2644} 2571}
2572
2573object::depth_iterator::depth_iterator (object *container)
2574: iterator_base (container)
2575{
2576 while (item->inv)
2577 item = item->inv;
2578}
2579
2580void
2581object::depth_iterator::next ()
2582{
2583 if (item->below)
2584 {
2585 item = item->below;
2586
2587 while (item->inv)
2588 item = item->inv;
2589 }
2590 else
2591 item = item->env;
2592}
2593
2594// return a suitable string describing an objetc in enough detail to find it
2595const char *
2596object::debug_desc (char *info) const
2597{
2598 char info2[256 * 3];
2599 char *p = info;
2600
2601 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2602 count,
2603 &name,
2604 title ? " " : "",
2605 title ? (const char *)title : "");
2606
2607 if (env)
2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2609
2610 if (map)
2611 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2612
2613 return info;
2614}
2615
2616const char *
2617object::debug_desc () const
2618{
2619 static char info[256 * 3];
2620 return debug_desc (info);
2621}
2622

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